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    Dual Sword Guide by mazereon

    Version: 1.0 | Updated: 08/06/10 | Search Guide | Bookmark Guide

                              ~ mazereon presents ~
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       /   \  \/ /  _ \ /     \\____ \_/ __ \ /   \  / __ | |  |  |  \/     \ 
       \    \___(  <_> )  Y Y  \  |_> >  ___/|  |  \/ /_/ | |  |  |  /  Y Y  \
        \_____  /\____/|__|_|  /   __/ \___  >__|  /\____ | |__|____/|__|_|  /
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                   For Monster Hunter Portable 2nd G/Freedom Unite
                  		         v 1.0
    			Change History
    Part 1: Dual Sword Basics
    BSC		I 	Basics
    ATT		II 	Controls and Attacks 
    NUM		III	In-depth information
    				1. Attack Powers
    				2. Sharpness Values
    				3. Elemental Damage
    				4. Dual Element Dual Swords
    				5. Element and Status Dual Swords
                                    6. Comparing Sharp +1 and EAU
                                    7. Raw duals
    GDST		IV	General Dual Sword Tactics
    SDS		V	Suggested Duals 
    ASK		VI	Armour Skills 
    SAS		VII	Suggested Armour sets for Elder, High Rank and G Rank
    Part 2: Strategies for Slicing Every Creature
    LYN		I	Lynians
    NEO		II	Neopterons
    DRM		III	Dromes
    BWY		IV	Bird Wyverns
    WYV		V	Wyverns
    PSC		VI 	Piscines
    CPC		VII	Carapeceons
    PRI		VIII	Primatus
    EDS		IX	Elder Dragons
    Part 3: The Monster Hunter Quest
    INT		I 	Introduction
    LOS		II 	Rathalos
    REX		III	Tigrex
    NGA		IV 	Naruga Kuruga/Narcuga
    RAJ		V	Rajang
    Credits and Contact Info
    Welcome, sais, may your days be long upon the earth.
    In looking to fill the void between Monster Hunter releases on PSP, I've 
    experimenting with other weapon classes aside from the Bowguns I habitually
    used for a long time. One of the classes I've spent some time getting to 
    grips with and enjoying is Dual Swords. Duals are a very stylish, fast 
    weapon class to play with, and they have a fascinating amount of depth as a 
    class. However, perhaps due to this complexity, people have tended to just 
    use one attack with them, the demon dance. While it's a high damage attack 
    to use, it does leave you wide open and very vulnerable to attacks in return.
    Since many people tend to just spam Mega Juices and demonise everything they
    can, duals have gotten a bit of a bad reputation as a one-trick pony.
    The aim of this guide is to demonstrate the depth of duals as a class and 
    offer tactics for use that do not depend on mashing O + /\. Presented here
    are tactics for killing every creature as well as the Monster Hunter quest,
    the notorious final offline Urgent quest. 
    Please note that these tactics are my own and there are other viable ways 
    to use dual swords. Ideally, the dual sword acolyte will use this 
    information as a launch pad for developing and perfecting their own 
    strategies. Currently this guide is also in an final draft stage and no 
    doubt it'll undergo significant edits before becoming more finalised.
    I'm aware Monster Hunter Portable 3rd is being released in around six months,
    and this guide aims to be still relevant then. While there is a new 'Super
    Demon' mode in the new game, I imagine most of the regular attacks and 
    strategies will be enhanced by it instead of totally changing the way the 
    class is used.
    Throughout the guide there are YouTube links. To view these, copy the link
    and paste it into your browser. 
     - mazereon
    				Change History
    v1.0 All sections now added. Minor revisions made throughout, Chameleos video
    v0.95 Added Kushala video as well as Carapeceon and Pelagus creatures. Fixed
    some syntax issues.
    v0.9 Added the rest of the wyverns and Piscines strategies. 
    v0.85 Added strategies for Dromes, Bird Wyverns and some Wyverns. Added 
    Rathian video.
    v0.75 Added the MH quest section and some more armour skill sets. Fixed 
    numerous spelling errors (thanks FluffyNimbus and GiddyPinata).
    v0.55 Added a couple of missed points and added the MH Quest and Tigrex 
    v0.5 First (draft) iteration of the guide released.
                                Part 1: Dual Sword Basics
    I 	Basics							BSC
    Much like their name implies, Dual swords (duals) are a weapon class that 
    features two one handed blades that deal Cutting damage. Dual swords cannot 
    guard and have fast mobility when unsheathed. They also have very short 
    reach, the smallest of any of the melee classes. They have no attacks with 
    an area of effect, so you will have to learn precision. And as they attack 
    very quickly, they will lose sharpness fast, too.
    As they can't block, a good duals user will be relying on evasive tactics. 
    You'll quickly come to understand in Monster Hunter that you can't simply 
    trade hits with a creature and then heal up, so you'll need to become 
    proficient at understanding exactly how long your attacks last for and when 
    you can roll out of an attack.
    As with most weapon classes that can't block, duals feature superior 
    offensive options. When unsheathed, pressing the R trigger will send you 
    into Demon mode (called 'demonising'). When in this mode your attacks largely
    change and your damage rises - most attacks do just over a third more 
    damage (34% more). However, unless you're using mega/power juices you'll 
    notice when demonised your stamina quickly drops. While demon mode is very 
    powerful, you must carefully manage your stamina since finding yourself 
    without enough stamina left to roll with will mean you'll eat an incoming 
    hit. It's only in Demon mode that you have access to the Demon Dance (DD), 
    the most powerful combo you can do.
    It's for this reason that the above mentioned Power and Mega juices are very
    popular with dual sword users. A Power juice completely stops your stamina
    decreasing for three minutes and a Mega juice for six minutes. With these
    you can stay demonised until they wear off, allowing you to use your more 
    powerful attacks at will. However, people have usually used this to simply
    spam DDs over and over again, which has contributed to the impression duals
    are a limited class. You do not need juices to be an effective DSer, but 
    they are extremely useful. No creatures require them, but on a fast
    paced fight like Tigrex where you'll want to roll a lot and attack at will,
    the last thing you'll want to do is be micro managing your stamina.
    Another reason people often tend to shy away from using duals is that they
    are not a versatile class. You will need to make several sets of duals to 
    be able to take on every creature, unlike classes like Hammer or GS in which
    you can just focus on raw damage. Although, Raw duals can be excellent and 
    certainly deserve more use than many hunters give them.
    Duals have a lot of limitations. Short reach, very fast sharpness loss, 
    heavy stamina reliance and no blocking ability means they aren't well suited 
    for new players. But the other side of that equation is huge mobility and 
    enormous damage potential. You won't be killing as fast as HBG, Hammer or GS
    in most cases, but they are a high damaging class and they have a lot of 
    variety and they look much more stylish than the guy running around with GS 
    and only ever using unsheathe hits :D
    So read on, and arm yourself with the information and understanding you'll
    need to kick ass with both hands. 
    Wait... both feet? 
    II 	Controls and Attacks						ATT
    Duals actually have a wealth of attacks and it can be overwhelming at first 
    look. I recommend you load up a gathering mission to practice these moves on 
    a Popo or similar creature.
    First off, duals have two 'modes': Normal and Demonised.
    1. Normal Mode attacks
    Pressing Triangle once will make you do a single quick hit right in front of 
    you. Pressing Tri multiple times will chain this into a six hit combo that 
    does moderate damage, but is somewhat slow to pull off. You can hit X to 
    cancel the attack after every couple of hits as long as you haven't pressed 
    Tri yet to continue it. When using this combo, it's tempting to mash Tri over
    and over, but this is a temptation you'll have to learn to resist.
    Pressing circle will do a three hit whirling attack which has a decent 
    vertical hitbox. It can be used to clip tails, but does quite limited damage.
    it can be chained into the above combo but pressing Circle at certain points 
    (the same as where you'd roll cancel it).
    Pressing Tri and Cir together makes you do a forward lunge that hits twice. 
    It does modest damage, but it's very useful for closing ground. You can also 
    use it to start your Tri attack combo.
    After you've rolled you can hit Tri for a single attack. While it's not 
    always practical, it's a single quick hit and it actually does the most 
    damage of any of your normal mode attacks.
    Your unsheathe attack is the same as the lunge attack - you press Tri while 
    moving and you'll lunge forward. 
    2. Demon mode attacks
    Press R trigger to demonise. 
    The normal mode Tri combo and individual hits are the same in Demon mode, 
    except they do around 27% more damage.
    Pressing Circle makes you do a revolving slice, similar to Normal mode. 
    But in Demon mode, you'll do a second three hit revolution that reaches 
    higher. You can hit X to roll out after the first revolution though.
    Immediately after you demonise or after the first revolution of your Cir
    hit, you can hit Tri. In both cases, this makes you do a lunge attack like
    normal mode's Cir + Tri. Again, good for covering ground, but trickier to 
    use since you can't use it to start a combo.
    The rolling slice - pressing Tri after rolling - is the same as normal mode.
    And it's actually got a decent damage attached to it.
    Demon Dance - this is the classic move duals are known for. Pressing Circle 
    and Tri in demon mode causes you to do an 11 hit combo that does huge damage.
    It uses more of the dual's power than the third level GS charge or Hammer 
    golf swing, but you're stationary for about two seconds while attacking.
    Importantly, the demon dance has ESP. That means it will not bounce off any
    creature as long as you have at least yellow sharpness. However, if you are 
    hitting a creature and getting the bounce animation you'll still lose 
    sharpness at the doubled rate that comes with bouncing.
    3. Combining Attacks
    The dual swords have a unique modular attacking mechanism that essentially 
    lets you combine attacks into a combo in almost any way you see fit.
    The Circle attack is quite powerful in this regard. In demon mode, you can 
    cancel it after the first revolution into a:
    >Roll (press X)
    >Demon Dance (Press Tri + Cir)
    >Lunge (press Tri).
    >Or, let the attack finish with the second revolution (press nothing).
    This means if you have a small attack window, you can initiate the twirl and 
    see what happens. You can either roll out if you're about to get hit, or pick
    a more damaging attack to launch into based on what happens after the first 
    few hits. If you get a stagger, follow it up with the lunge. If it's taunting 
    or staggers on the spot, demon dance. Or if it's reared up, let it finish the 
    In normal mode, I typically start combos with the lunge. It's great for 
    covering ground and it's easy to roll cancel with X or start the longer 
    normal combo with Tri. And if I'm going with the Tri combo, I can roll 
    cancel that or go for a twirl attack with Circle, or even stop the combo to 
    demonise and start a new combo in Demon mode.
    It is quite overwhelming compared to other classes that have much fewer 
    attacks, but you'll quickly find attacks you're comfortable with. Due to the 
    nature of the attacks, you'll find some are rarely practical and so in 
    practice most fights will feature only a few combos.
    III 	In depth information 					NUM
    This section is going to be a little more number and analysis heavy, so if 
    you're totally new to duals it might pay to have a play around with them in 
    game first before diving right into this. This is very important information
    to know though, and you really can't master duals without understanding 
    these principles.
    Take it slowly if you're not really a numbers person and you'll get it. It's 
    not as daunting as it looks, promise.
    1. Attack Powers
    Every single attack from every single weapon in the game uses a different 
    amount of the weapon's power. Just because a weapon says it has 1,000 raw 
    doesn't mean it uses it all on every attack. Below are the damages from each
    DS attack, and you'll need to understand how much damage each attack does 
    relative to each other. If you're wondering why each is listed as a '%' it's 
    because it fits into the longer melee damage formula. 
    This information is drawn straight from the Melee Damage FAQ and is credited 
    to DS31. I've changed the last hit of the demon combo to reflect it's 
    actually two hits now instead of one as per Freedom 1 & 2.
    Normal mode
    Regular combo (Tri x3): 18%, 10% & 8%, 6% & 12% & 18% (6 hits total, 72%)
    Revolving slice (Cir): 15% & 10% & 6% (3 hits total, 31%)
    Charging slice (Tri + Cir): 12% & 11% (2 hits total, 23%)
    Rolling slice (Tri after roll): 19%
    Unsheathe attack: 12% & 11% (2 hits total, 23%)
    Demon mode
    Regular combo (Tri x3): 24%, 13% & 10%, 8% & 16% & 24% (6 hits total, 95%)
    Revolving slice (Cir): 20% & 13% & 8%, 20% & 13% & 8% (6 hits total, 82%)
    Charging slice: 16% & 14% (2 hits total, 30%)
    Rolling slice (Tri after roll): 25%
    Devilish dance (Tri + Cir): 33% & 8%(x8) & 20% (x2)% (11 hits total, 137%)
    What does this jumble of numbers actually mean?
    Firstly, it should be obvious now why it's good to demonise - the attacks
    all do noticeably more damage. The regular Tri combo jumps from 72% to 95%, 
    which in game terms is a big deal. Otherwise, what you should be doing is 
    looking how long each attack takes compared to how much damage it uses. 
    While the unsheathe/lunge hit is a modest 23%, it's very fast and 
    2. Sharpness values
    Obviously, weapons in Monster Hunter have various levels of sharpness. Not 
    only does having more sharpness mean you penetrate tougher parts of monsters
    (go on, have a giggle, you know you want to), but it also increases your 
    damage. A weapon with 1000 raw and yellow sharpness does LESS damage than a 
    weapon with 700 raw and purple sharpness. Sharpness levels increase raw 
    damage, but also crucially it changes how much elemental damage you do.
    Again, this is drawn from the Melee Damage FAQ.
    Raw Sharpness Multipliers:
    Purple: 1.50
    White:  1.30
    Blue:   1.25
    Green:  1.125
    Yellow: 1.0
    Orange: 0.75
    Red:    0.50
    Elemental Sharpness Multipliers:
    Purple: 1.20
    White:  1.125
    Blue:   1.0625
    Green:  1.0
    Yellow: 0.75
    Orange: 0.50
    Red:    0.25
    You don't need to know how to work the whole damage formula, but this should
    help you understand certain weapon recommendations.
    Also, there is a rumour that dual swords have built in Sharpsword skill.
    This is not true at all.
    One important facet of sharpness to note that's quite important for duals is
    hitlag. When you hit a creature's weak point, you'll notice that you'll take 
    a split second longer to complete a hit, and this slight pause is called 
    hitlag. Blue and Purple sharpness both have a quite strong hitlag (Purple 
    especially). When you're doing multiple hit combos like the demon dance, 11
    hits worth of slight lag really adds up and can throw off your timings. 
    White sharpness is quite important in this regard because it doesn't have a 
    hitlag nearly as long as Blue or Purple, allowing you to keep your timings
    intact. I'm not suggesting that you don't use Sharp +1 to hit Purple, but 
    don't feel that you need to break off and sharpen the second you drop to 
    White either. There are some viable White sharpness sets in later game too
    that can be used with surprising proficiency.
    3. Elemental Damage
    One thing duals are known for is pumping out elemental damage at phenomenal
    rates. This is because elemental damage is calculated quite differently from
    raw damage in the game's damage formula. Monsters have different levels of 
    resistance to elemental as well as cutting and impact damage, but all weapon
    classes have the same elemental damage formula.
    That means if I have a Greatsword with 200 Fire damage and a DS with 200 fire
    damage, each hit from both weapons will do the same amount of fire damage 
    regardless of what hit I use. That means a GS third level charge does the 
    same elemental damage as each individual hit of the duals' demon dance.
    GS hits very slowly, and so a tiny amount of elemental damage here and there
    isn't worth much. But since DS hits so often, with often small %s of the 
    weapon's raw, the fixed elemental damage quickly adds up. Often with slower 
    hitting weapons, it's not really worth hitting a creature unless you're 
    hitting a raw damage weak point. But duals can exploit cutting damage and 
    elemental weak points, sometimes offering more damage opportunities.
    And on creatures that are quite weak to element, the amount of damage duals
    can deal can be crazy. Still, while you should always match element to the 
    creature you're fighting, duals that are mainly elemental with low raw values
    are of limited use (like the True Eternal Schism - 182 raw and 510 dragon).
    It's worth noting elemental damage is unaffected by Affinity. That means when
    you get a positive critical hit you'll do 25% more raw, but the same 
    elemental. Ditto a negative affinity hit - your elemental damage is 
    You should note that Monsters are never 'healed' by an element. Some monsters
    are totally resistant to an elemental damage but even then your raw damage
    still works as normal. So use a set of Thunder duals on Rajang if you want 
    The damage formula was changed between Freedom 2 and Unite though, to use 
    more of the duals' raw damage and less of its element.
    4. Dual Element Dual Swords
    One of the new parts of Freedom Unite/2G compared to older MH games is that
    DSs can now have two elements, one per blade. Examples are the Black and 
    White Fatalis duals, that have Thunder and Dragon; the Lavasioth/Plesioth
    duals with Fire and Water damage, or the Kushala/Teo duals with Fire and Ice.
    You'll notice that if you do the single hit attacks like the single Tri hit,
    you'll only do one of the two elements effect. The blades are separate, so if 
    you're not seeing one the two elements' special effect then it's not hitting
    with that element. In practical terms it means little since few people just
    use single attacks, but it's important to know.
    While dual element duals look cool, they are mediocre in practice. In single
    monster hunts they are useless as monsters will often have multiple 
    weaknesses, but one primary one, rendering the secondary element pretty 
    useless. Even monsters that require an element to break a part of their body
    (Like Fire for Blangonga's fangs) are weakest to that element anyway. So
    there's little point in taking a 200/200 Fire/Water set of duals to a 
    Blangonga fight when you could take a 200 Fire set and do much more damage.
    Even for a creature that's weak to both of your elements, like Kusha in the 
    case of the Thunder/Dragon duals, it's weaker to Dragon. So why bother 
    taking Thunder?
    Occasionally dual element duals will be worth using, but that's often because 
    they hit a better sharpness grade or have much better raw. While these cases 
    do exist they aren't frequent.
    The one area where they have potential is Marathon/Epic quests, where the 
    monsters don't share a common elemental weakness. In the Pride on the Line
    quest (Naruga, Black Diablos, Black Gravios) there's no common weakness. But 
    with the Fire/Water duals you can do serious damage to Naruga and Black 
    Gravios. Still, you're left with a pretty crap pair of duals for Black 
    Diablos though, so perhaps a set with very high raw damage would still have 
    been better.
    They do of course look very cool though, so if killing speed isn't a big 
    concern to you then by all means use them.
    5. Elemental and Status Dual Swords
    Much like their dual elemental brethren, these are pretty limited in 
    practice. Examples of these are the Fire/Poison, Ice/Poison, Thunder/Paralyze
    The problem with them is the status tends to be much lower than normal, so
    over the course of a fight you'll typically only get one or two inflictions.
    The benefit you get from one or two paralyzes or poisons just isn't worth 
    the damage you lose from only having one sword worth of elemental damage.
    If certain sets existed, these would be amazing (like Water/Poison for 
    Gravios, or Ice/Paralyze for Rathalos/Brown Blangonga/Rajang). As it stands,
    they are pretty limited. The best of these is the Thunder/Paralyze sets, but
    mainly on creatures that are paralyze weak such as Daimyo Hermitaur and 
    Shogun Ceanataur.
    6. Comparing Sharp +1 and Element Attack Up 
    This is a comparison of the benefits of these two skills at G rank. People 
    know it's good to have elemental duals, and this is going to demonstrate
    which skill it's better to have and why. Both of these skills are 10 skill
    First of all, this test will be using the Corpse Rippers, the final 
    Gold/Silver Ian/Los duals. They have white sharpness, no affinity, 350 raw
    and 400 fire. We'll be doing a full demonised combo on a G rank Naruga.
    Once we've run the numbers, we'll do it again to see how they benefit from
    having Sharp +1, and then from having Elemental attack up.
    Here's the damage formula:
    = Total
    If you want to know the exact figures and an explanation of each variable,
    look at the melee damage FAQ (linked above).
    Plugging in the variables, we get:
    [350 (raw) 
    x 1.37 (demon dance) 
    x 1 (no critical) 
    x 1.3 (white sharpness) 
    x 0.5 (Naruga's head) 
    x 1.0 (normal mode, i.e., not raged) 
    x 0.7 (G rank quest defence modifier) 
    x 1.0 (no elemental multiplier here)] 
    / 1.4 (class mod for DS) 
    = 155 raw damage (the game rounds down fractions).
    That's our raw. Our elemental damage is:
    x 1.125 (white sharpness)
    x 0.35 (Naruga's fire weakness at the head)
    x 1.0 (normal mode)
    x 0.7 (this is the multiplier for DS elemental damage)]
    / 10 (all elemental attacks get this divider)
    x 11 (for 11 hits in the demon dance)
    = 121 elemental damage.
    If we were using Elemental Up, it's a 20% boost to elemental damage. So,
    we simply multiply 121 elemental damage by 1.2 and get 145 damage.
    So, with elemental attack up, you're doing 155 raw + 145 = 300 total 
    To see Sharp +1 instead, we need to slightly rework the above formula.
    Instead of writing it out again, when you run it, swap in 1.5 for the raw 
    sharpness and 1.2 for the elemental sharp variables. When you run the 
    formula, you instead end up with 179 raw and 129 elemental damage. That's 
    308 total damage.
    So, even on an elemental weak creature with a massive amount of elemental 
    damage on your duals, Sharp +1 is still better. And on duals and creatures
    that aren't so elementally weak, the damage margin will be even bigger.
    Conclusion, if none of that made any sense: Sharpness +1 is a better 
    damaging skill than elemental attack up at G rank.
    7. Raw duals
    At the end of the game, you'll find a number of sets of raw-only duals that 
    seem extraordinarily powerful. And while it may seem an antithesis of what 
    dual swords stand for to use raw ones, they can be devastatingly good.
    By the end of the game, you should be quite familiar with cutting damage 
    weak points and openings to exploit them. These duals will work exquisitely
    if you're able to consistently hit the head (or other weak point), but if 
    you're not quite at the stage of proficiency, you'll still benefit from 
    elemental duals since they can do decent damage to multiple hitzones.
    The Akantor Sharp Talons, Ucamulbas Claws, Last Battleaxe and Legendary 
    Replica G are all examples of very powerful raw DSs (yes, I know LB has 
    Poison attribute too). 
    IV 	General DS Tactics					GDST
    Right, now you're armed with knowledge and understanding of how your two 
    blades work. So what now?
    The first and most crucial rule is to know your prey and thus, know your 
    openings. You have to know how long each of your attacks will last for and 
    exactly what your roll cancel windows are like if you want to be an effective 
    DS user. There's nothing worse than misjudging a stagger and being stuck 
    demon dancing while you're staring down a Tigrex charge and there's nada you 
    can do.
    Once you know how long you can afford to whack something for, you have to 
    know where you're going to whack it. Below is a link to the Melee Damage
    Formula - open it and read it. Whenever you're fighting something for the 
    first time, open it up and see where the cutting damage weak points are and 
    what elements a creature is weak to and where. There's a lot of people who
    misunderstand elemental weakness - they think if Naruga is weak to Fire it's
    weak to fire everywhere. That's not the case, and on some parts of its body,
    Naruga will actually take more damage from Thunder. So, look up the formula, 
    and make some decisions about where to hit your prey:
    Note primary and secondary points, too. Diablos takes the most cutting 
    damage on the tail, but you're not often going to be able to hit there. But 
    its legs take an acceptable amount of cutting damage too, and if you attack
    them enough you can trip it over, giving you easy access to the tail.
    Note also Diablos' elemental weaknesses. Everyone says it's Ice, which is 
    true for most of it, but look how much Ice damage it takes on the legs - 
    less than Dragon and Thunder. In practice, since you'll be hitting the legs
    mostly, it's often best to take Dragon or Thunder duals since they do 
    more damage to the legs and only slightly less to the tail.
    After you've chosen your weapon and prey, consider your openings. You'll 
    learn to develop your own strategies, but in the short term, try and divide 
    openings into tiny, small and long.
    In a tiny opening, you can fit in a single Triangle hit before rolling out 
    or repositioning. Now, that's not a big damaging attack, but it's certainly
    better than not hitting something at all. Over time that damage will add 
    up, and it can be useful to know how many hits will lead to a stagger.
    In a small opening, use the circle twirl attack (assuming Demon mode). This
    gives you many options, as you can chain it to many other attacks and of 
    course, roll out if need be. In non Demon mode, use the lunge + Tri hit for 
    decent damage and the re-positioning it allows you. After the Tri hit, re-
    asses your opening.
    In a small opening you can alternatively use a Tri x 2-3 combo before 
    rolling. This will do a few % more damage than the O twirl, but requires
    a little more precision as pressing Tri too much will end up with you 
    stuck doing the full combo and that can lead you getting hit.
    And in a long opening, you should demonise and Demon Dance. This should 
    come naturally to most MH players. In very long openings, start with the 
    Tri x 3 combo and then cancel into a demon combo with Cir + Tri to add a 
    little extra damage.
    By now you should be familiar with Demonisation mode and all the cool stuff 
    that comes with it. When demonised, you get free Wind Press skill (the same
    as High grade wind press, so anything that isn't Dragonic wind won't knock
    you over) and you actually run slightly faster too. But now I can hopefully 
    convince you that you shouldn't use it all the time.
    In Demon mode, a lot of your attacks are very linear. It's harder to use the 
    lunge attack to cover ground, and your regular combo is highly damaging but
    tricky to aim, and takes longer than is ideal. And while it's quite possible 
    to farm Mega juices the whole time, it can get pretty tedious. You will lose
    some damage from not demonising, but you can often make up for it by being 
    able to attack more freely and often in non demonised mode.
    Of course, if you trip a creature or otherwise incapacitate it, nothing will 
    beat a demon dance on its face. But don't feel as if you are limited to only 
    using Demon mode while 'juiced.
    If you are wanting to be demonised in most fights, you can minimise the time 
    you spend on farming juices by:
    1. Always getting a low level cat to cook for you between fights
    	They'll often give you rare steaks, which you can combine with 
    	Catalysts for Power Juice.
    2. Send Trenya to the Swamp for 500/1000 points
    	This has a good chance to net you Power extracts for Mega juices.
    Doing this between every quest means juices shouldn't take long to 
    accumulate. If you do get stuck, take a G rank HBG to the 5* Elder Dual 
    Gypceros quest. Fire S on the head should always flinch it and you can clear 
    the quest under 2 minutes quite easily. 
    When you start the quest, run to zone 1, then 2. Kill the Purple Gypceros
    and then run to zone 1. Sometimes the normal one will fly there first, but 
    if it's not there it'll be flying to zone 3. Once you've killed both (and
    carving has good chances for Power extracts) make sure you're cooking Rare 
    steaks while waiting for that minute to end before getting zoned back to 
    Village. You're guaranteed at least two Power extracts in the normal rewards,
    and can get lots more from normal and break rewards.
    If you repeat this cycle, you'll quickly have stacks of juices.
    V 	Suggested  Dual Swords					SDS
    DS is a class that is highly specific. Picking the right set for the right
    levels of raw, element and sharpness is crucial.
    Instead of re-inventing the wheel, I'm going to link you to Boldrin's Weapon
    Guide. This has the best weapon for each element at every level of the game.
    Please do note the 'Raw duals' discussion above in the in depth analysis
    section though.
    VI 	Armour Skills 						ASK
    Much like how the weapons are specific, so too are your armour skills. There
    are many which are helpful, some useless and some virtually crucial to 
    effective DS using. Of course, none of these are required and you can do 
    naked DS runs, but you'll find the learning curve much less intimidating if 
    you aren't fighting with your armour set.
    Sharpness +1 (10 points into Artisan): This skill is excellent for duals and
    should be considered a priority. It increases the level of sharpness of your 
    weapon and in virtually all cases upgrades the maximum sharpness colour of 
    your weapon. Since duals are very sharpness dependant as it boosts your raw
    damage, elemental damage and importantly, time before you have to sharpen, 
    this should be a skill you base other skills around.
    Sharpening Skill Increase (10 points into Grinder): This is an excellent 
    skill for duals. Since you'll be hitting so often (and thus burning through 
    levels of sharpness) being able to sharpen in small openings is very useful.
    While it doesn't directly boost your damage, your damage over time will rise.
    And best of all, it comes in easily made +2 gems, so it's able to be fitted 
    into most armours.
    Sharpsword (10 points into Sharpness): This is another great skill, but a 
    second choice compared to Sharp +1. It halves the rate at which your 
    sharpness decreases, which can mean that duals with a sliver of their 
    highest sharpness grade can be a bit more useful. 
    I strongly recommend duals users take *at least* one of the above three 
    skills, and more often than not, having two is ideal. Many end-game sets 
    have Sharp +1 and Sharpsword and work great together.
    Earplugs (10 points into Earplug, 15 points for High Grade Earplugs): Since 
    you cannot block, it's often important to think about defensive tactics 
    you'll need to engage in. If you're fighting a creature with a big area roar
    and one that roars often (like Rathian, Rathalos or the Blos family) then 
    earplugs give you more attack openings and mean you're not caught in a 
    situation where it roars and there's nothing you can do to stop you getting 
    combo'd to death.
    Evade +1/2 (10 or 15 points into Evade+): This is a crucial skill to learn 
    to use. Since dual sword users will be rolling round a lot, you'll quickly
    notice that your roll has a frame or two of complete invulnerability. This 
    is called your 'moment of invincibility' (MOI). Evade+ extends this time, 
    allowing you to roll through more attacks and play more aggressively. It also
    allows you to roll through most roars in the game, negating the need for 
    earplugs in some cases. Some creatures have roars that stun you and damage 
    you or push you back (like Tigrex and Rajang). Earplugs won't stop you 
    getting pushed back, but rolling the roar will. 
    Elemental Attack Up (10 points to ElementAtk): Gives a 20% boost to your 
    elemental damage. On end game dual sets it's not as good a boost as Sharp 
    +1 (see analysis section) but it is very close. To get the most from this,
    you'll want to have at least 300 of your chosen element at end game, as it
    adds a % and not a fixed number. At low rank or High rank it's less 
    important as you can't stack as many skills, so it's usually worth having.
    Evade Inc (Points into Evade Inc): Makes you roll further. It's handy to 
    have in some cases but not many armours have it and it's not that useful in
    many cases. On a creature like Gravios though where you can use it to roll
    in to attack the belly and then back out again to avoid damage it's handy.
    Reckless Abandon +1/2/3 (Points into Expert): This raises you chance to get a
    critical hit (+25% raw damage). Each level adds 10% affinity, which over time
    means about 2.5% extra damage per level. Since it only boosts raw damage and 
    not elemental, it's not as good on duals as it is on Hammers/GS/LS.
    Attack Up Small/medium/Large (points into Attack): This adds a set numerical
    boost. It's +14 raw with small, +21 for Medium and +28 for Large. Needless 
    to say, this is lame on duals. A 20 point skill at G rank that 
    adds about 8% raw damage to end-game duals is mediocre. Still, on duals of 
    less than about 370 raw it'll boost your damage more than RA+3.
    Status attack Up (points into Special Attack): Gives you a 12.5% boost to
    Status infliction. Not really massively useful in all honesty.
    Defensive Manoeuvres +1/2 (points into Technique): You'll be rolling a lot 
    with duals, but you'll often have infinite stamina anyway. In the cases 
    where you don't, it's handy being able to roll with less stamina, but it's
    not worth gemming in.
    Runner (Points into Stamina): Means your stamina decreases at half the 
    normal rate. It's very useful for DS users, but since Mega Juices give a 
    superior effect and you don't need to take up armour skills with them it's
    a second option. It's great not to have to worry as much about stamina but
    you never want to be in a situation where you're trying to roll but can't
    because you're on too low stamina.
    Bomber (Points into Bomb Strength Up): A 50% bonus to bomb damage. Great for 
    Fatalis and Gravios runs.
    Adrenaline +1/2 (Points into Potential): +1 is useless, but +2 is a 30% 
    attack boost at 40% HP or less. It's great for more stationary targets like
    Lao and Shen, and ones where you can always predict movements well like 
    Yama. Still, given the foot chip damage you'll be taking lots of, it's not
    always good for general play.
    Survival (Points into Survival): When you're on 65 HP or more, no hit in the 
    game will kill you (it'll leave you on 1 HP instead). 1 Mega and 1 Normal
    pot later and you're back to Survival threshold. It's handy on occasion, but 
    for most creatures you'll end up taking little damage points randomly, 
    often pushing you under the required threshold.
    Observer (Points into Observance): When a monster is painted and is at HP 
    low enough to be captured, the paintball icon will turn yellow. This is 
    great for creatures like Tigrex and Diablos that constantly rage around 
    death and can really cut time off fights. It's also only 5 armour slots.
    Recovery Speed (Points into Rec Speed): This can be handy for all classes. 
    Quick Eating (Points into Cooking): Being able to eat power seeds, juices 
    and potions in half the time is useful, but there are usually long enough 
    openings without it anyway.
    Fishing Expert: Adds nothing useful for DS users... except mega style points.
    See also: BBQ Celebrity.
    VII	Suggested Armour sets for Elder, High Rank and G Rank 		SAS
    		Low Rank - Hr 1 - 3, Village Elder 
    Battle Armour: Attack Up and Grinder. This is a great set in the early game
    when you'll be stuck with duals with crap sharpness levels. 
    Kut Ku D: Points into Elemental Attack (you'll need to reach the 5* Kirin to
    make two +1 EAU jewels to activate it) plus Attack Up and Reckless Abandon
    points. It's not a hugely damaging set, but for adding up damage in low 
    rank it's useful.
    Garuga (with the Garuga Mask): You'll get sick of seeing this armour as it's 
    so damn good you'll be wearing it for hours. With the Garuga Mask, you can 
    have Sharp Inc, Sharpsword, Earplug and RA+1 which for duals at this level is
    amazing. You can also get RA+, HGE and Sharpsword with some re-gemming.
    Diablos D: Sharpsword, Sharp Inc, High Wind Res (and with a two slot weapon, 
    you can have another 5 slot skill, like High Speed Gathering for Lao). 
    Another great low rank set and one that's perfect for doing Lao runs if 
    you've got a half-decent hammer. And since the best Dragon duals before G 
    rank need Lao horns, you'd better get used to the idea of farming Lao.
    Ceanataur: Points into Sharp +1 (though you'll need five Monoblos hearts...),
    Sharpsword and Sharp Inc. It's OK, but totally outclassed by Garuga.
    Shinobi Sun: Elemental Up, Evade+: A good low rank set, especially when 
    paired with Sharp Inc. Though you'll not often get a huge benefit from EAU
    at this stage.
    Remobra body and four Torso Inc parts: Runner and Sharp +1 in a relatively
    easily made package. You'll need to do Training School for the Black Belt 
    arms and head, but you should be doing it anyway. Chrome Metal waist (Or 
    Remobra waist) and Chrome Metal legs round out the set.
    		High Rank, HR 4 - 6, Felyne Elder
    Full sets
    Ceanataur S: is just awesome. with no weapon slots you can gem it for Evade 
    +1, Sharp +1 and AUSmall. With one slot you can get AUMedium. The other 
    option with a single slot is Sharp Inc, Attack Up Large and Sharp +1. It's a 
    great set for any melee class.
    Akantor: RA+2, Sharp +1, Earplugs (or lose Earplugs and get RA+3). A great 
    damaging set.
    Rajang: Adrenaline +2 and Sharp +1: Makes Shen fights much easier. Handy to
    have Dragon resistance, too.
    Rathalos Soul U: High Grade Earplug, RA+3: A classic high rank melee set.
    Butterfly/Obituary S (Evade +2, Sharp Inc): a good poor man's set for 
    experimenting with duals.
    Combined Sets (These are all from Blueyx's excellent thread on Minegarde).
    No slots required
    High Grade Earplug/Sharpness+1/Reckless Abandon+1. Available at HR6/Nekoht 
    Garuga Mask
    Dark Akantor
    Dark Akantor
    Dark Akantor
    Rathalos Soul U
    Jewels: 3 Earplug Jewel, 4 Artisan Jewel
    Sharpness+1/Reckless Abandon+2/Earplug. Available at HR7/Nekoht 9* 
    Skull Face
    Dark Akantor
    Dark Akantor
    Dark Akantor
    Chrome Metal Boots (Or any armor piece with Torso Inc)
    Jewels : 4 Earplug Jewel , 2 Expert Jewel OR 1 Celebrity Jewel 
    Sharpness+1/Adrenaline+2/Any 5-slot skill. Available at HR6/Nekoht 9* 
    Golden Hair Tie
    Golden Haori
    Monodevil U
    Monodevil (Low Rank)
    Monodevil U
    5 slots spare (No other jewels)
    High Grade Earplug/Reckless Abandon+3. Available at HR6/Nekoht 9* 
    Blango U (Gunner)
    Rathalos Soul U
    Rathlos Soul U
    Garuga S
    Rathalos Soul U
    Jewels: 1 Hermit, 2 Celebrity Jewel, 2 Earplug Jewel
    Sharp Sword/Element Attack Up/All Resist +3. Available at HR5/Nekoht 9* 
    Kirin S
    Kirin S
    Ceanataur U
    Kirin S
    Hi-Metal U
    Jewels:8 Razor Jewel, 1 Element Jewel
    Sharpness+1/Reckless Abandon+2/Sharpening Skill Inc. Available at HR7/Nekoht 
    Skull Face
    Ceanataur S
    Ceanataur S
    Dark Akantor
    Dark Akantor
    Jewels: 2 Celebrity Jewel, 4 Grinder Jewel
    Reckless Abandon+1/Sharpness+1/Sharp Sword. Available at HR5/Nekhot 8* 
    Skull Face
    Ceanataur U
    Ceanataur U
    Ceanataur U
    Ceanataur S
    Jewels: 6 Artisan Jewel, 1 Expert Jewel, 1 Cutter Jewel
    One Weapon Slot Armour combos
    RA+2/Sharpness +1/Sharp Sword
    Dark Akantor
    Cean U
    Cean U
    Cean U
    Dark Akantor 
    6 Artisan Jewels
    1 Cutter Jewel
    1 Expert Jewel
    (thanks DoctorNotAnon)
    Sharpness+1/Sharpsword/RA+1/Sharpening Skill Inc. Available at HR5/Nekoht 8* 
    Skull Face 
    Ceanataur U 
    Ceanataur U 
    Ceanataur (Low Rank) 
    Ceanataur (Low Rank) 
    Jewels: 2 Artisan Jewels, 2 Razor Jewels, 1 Celebrity Jewel, 1 Master Jewel,
    3 Grinder Jewels
    Sharpness+1/Sharpsword/Evade+1. Available at HR6/Nekoht 8* 
    Giaprey U (Gunner)
    Ceanataur U
    Ceanataur U
    Giaprey Tasset U
    Ceanataur (Low Rank)
    Jewels: 2 Master Jewel, 1 Cutter Jewel, 2 Dodge Jewel, 1 Artisan Jewel
    Sharpness +1/Sharp Sword/RA+2. Available at HR6/Nekoht 9* 
    Skull Face
    Ceanataur U 
    Ceanataur U 
    Garuga (Low Rank)
    Ceanataur (Low Rank)
    Jewels: 1 Master Jewel, 2 Celebrity Jewel, 3 Artisan Jewel, 2 Razor Jewel
    Two weapon slot armour combos
    Sharpness+1/Earplug/Reckless Abandon+3. Available at HR7/Nekoht 9* 
    Dark Akantor
    Rathalos Soul U
    Dark Akantor
    Rathalos Soul U
    Dark Akantor
    Jewels: 1 Earplug Jewel, 4 Artisan Jewel, 1 Expert Jewel, 1 Celebrity Jewel 
    		G Rank, HR 7 - 9
    By now you should be equipped to make decisions about what skills you find
    useful and what you look for. Instead of re-hashing the many resources 
    available, I'll just link you to them.
    DevilTrigger has put together a great library of custom sets here:
    When you copy that in, make sur you get both lines of text as one long 
    unbroken line.
    BlazerMFT has another library here: 
    And AthenaADP has made an excellent armour skill calculator. If you put in 
    the skills you want, it'll tell you if it's possible and how to get them:
    Having said that, there are certain full armour sets that are very useful.
    Here are my picks for what to make as a DSer, and you'll find the parts of 
    these sets tend to be in most of the armour combos.
    Diablos Z (Sharp +1, Sharpsword, Earplugs, RA+1): My most used melee set and
    a great full set to use. Also doesn't have -dragon res, making it a good 
    choice for Tigrex assuming you can roll the roars well.
    Ceanataur Z: (Sharp +1, Sharpsword, and any other skill you want). Versatile
    and powerful, and again a good set without -Dragon resistance.
    White Fatalis Z: (Attack Up Large, Sharp +1, Rec Speed +1, any other skill)
    It's been given a bad name by gamesavers, but this is actually a powerful and
    versatile set. Farming White Fatalis is a little tedious though.
    Fatalis Z (Adrenaline +2, Evade +2, sharp Inc, Sharp +1): A great set for 
    advanced users and those looking to have some fun with Adrenaline. 
    Kirin X (Runner, Elemental Up, Divine Protection): this is a somewhat under-
    rated set, and it's great for old school style DS use when you didn't need no
    stinkin' juices. It's not a stand out set compared to many others, but it is
    useful for the times when you don't want to waste a juice on a simple target.
                  Part 2: Strategies for Slicing Every Creature
    Firstly, please note furthermore that there is no ‘right’ way to kill any 
    creature, there is only effective and not effective. These strategies are 
    ones that work for me and don't require any luck or excessive practice to 
    pull off. Bear in mind that this guide is intended to be a launching pad for 
    Duals users to expand from, rather than the definitive statement of 
    everything duals related.
    Recommended damage: This lists the elemental damage you should aim to use.
    It's going to be based on the elemental damage taken on the part of the 
    creature you should be hitting most often, which is typically its cutting 
    damage weak point. In cases where that value is very low, raw damage will be 
    recommended instead.
    Cutting damage weakpoint: This is where the monster in question takes the 
    highest amounts of cutting damage. In many cases, two points are listed if 
    the first one isn't easily hit. There's a number listed too, which is the 
    amount of the weakness. Higher numbers indicate more damage taken.
    Armour Skills: You can of course DS everything naked if you so desire. This
    section is a list of armour skills I find helpful when tackling the given 
    creature. It'll be split into 'Recommended' and 'Helpful'. 
    Difficulty to DS: Not all creatures are fun to DS. Because of their 
    limitations, some creatures are much more difficult than others.
    Status Use: This section will note if paralyzing or poisoning the creature
    is of particular use. 
    Remember that you can use Ctrl+F and type in the name of the creature you 
    want to jump right to that section.
    I Lynians							LYN
    King Shakalaka
    Recommended damage: Fire
    Recommended armour skills: None
    Helpful Armour skills: Sharp Inc, Evade Inc, BBQ Celebrity 
    Difficulty to DS: Moderate
    Status Use: N/A
    King Shakalaka is a fast little bugger, and it's pretty deadly at short 
    range. It looks like a joke creature, but it can actually OHKO you in G rank
    so tread carefully. You'll want to either lunge at it or just do a couple of 
    Tri hits and roll out. Demon dance when you knock it over, and otherwise be 
    damn careful. Don't pick up the shinies it drops as they can actually explode
    on you. 
    You'll soon find there's a rhythm for slashing it and rolling around, but be 
    careful of the rage mode speed buff and damage buff.
    II Neopterons							NEO
    Queen Vespoid
    Recommended damage: Fire > Water = Ice
    Recommended armour skills: None
    Helpful Armour skills: None
    Difficulty to DS: Low
    Status Use: N/A
    Queen Vespoid takes a lot of Fire and Cutting damage, and it's reasonably 
    slow, making it prime DS fodder. It's very easy to dodge, so waiting until
    it attacks and then demon dancing under it is effective. Your O spins are 
    useful here since they are more vertical attacks. Take armour seeds if 
    you're really stuck since they'll cure that -defence status it can inflict.
    III Dromes							DRM
    Giadrome, Velocidrome, Genedrome, Iodrome, Bulldrome
    Recommended damage: They all take decent Thunder damage, but Fire is better 
    on Giadrome. 
    Recommended armour skills: None
    Helpful Armour skills: N/A
    Difficulty to DS: Low
    Status Use: N/A
    The dromes are all excercises in the basics of DS use. Even with the very 
    first set of bone duals and the time spent running from base camp, these 
    quests should be well over before the 5 minute mark. You don't even need 
    juices, as it's easy to see openings to demonise, DD and then un-demonise.
    It's a good chance to practice the lunge -> Tri x 2 moves, as well as Tri x2 
    -> O spin. The bulldrome even flips over when flinched making it prime 
    dancing fodder.
    If you're new to the game or totally new to duals use, this is a good place 
    to start and chasing around the dromes will quickly get you used to DS's 
    IV Bird Wyverns							BWY
    Yian Kut Ku, Blue Yian Kut Ku
    Recommended damage: Water > Ice
    Cutting damage weakpoint: Belly (80) and Wing (75)
    Recommended armour skills: Any damage boosting skills
    Helpful Armour skills: N/A
    Difficulty to DS: Low/Moderate
    Status Use: Paralyze on Blue Kut Ku lasts a while, but isn't really worth 
    making an effort to bring.
    Yian Kut Ku is the traditional first test of a new MH player, and so it's a 
    good theme if you're learning to duals from the start of the game. It's a 
    matter of dividing your openings into appropriate lengths and then using the
    best attack, but you have to be careful of tail-whips. They aren't that 
    deadly but they are very, very annoying. Sometimes it'll just twirl in 
    circles by itself while you wait for it to finish.
    Kut kus are usually small enough for you to hit the wings with a dance, but 
    on larger ones you'll need to decide if you're going to go for hits on the 
    belly or take a safer but longer strategy and hit the legs until it trips, 
    then attack the belly/wings.
    Otherwise, apply your normal Kut ku fighting tactics - don't get charged,
    stay out the way of the fire balls, and try and stay away from walls so it 
    can't peck/charge combo you to death.
    That's a common theme for duals you'll come to notice: You can usually attack
    head on if you're confident, but hitting the legs until it trips is also 
    often effective, albiet slower.
    Yian Garuga, One Eared Garuga (‘Devil Garuga’) 
    Recommended damage: Water
    Cutting damage weakpoint: Head (65)
    Recommended armour skills: Earplug
    Helpful Armour skills: Sharp Inc, Sharpsword
    Difficulty to DS: Moderate/Hard
    Status Use: Paralyze (15 seconds) is useful in multi.
    Garuga actually takes the most Water element on the stomach (40) and tail 
    (30), aside from 70 on the back which is nigh on impossible to hit as a 
    melee user.
    Garuga is a hard fight for a DS user, in my opinion. Being at extreme close
    range puts you right in the sweet spot for it to insta-charge you, and 
    without earplugs you know it's going to scream and fireball you. When it gets
    low on health, it'll go into Rage mode with every hit, much like Tigrex.
    This is a similar fight to the other Bird Wyvern creatures, in that you're 
    going to want to be hitting the head often with single Tri attacks and 
    rolling out, and hitting the tail when you can't get the face. The tail 
    actually takes a lot of damage, and once it's removed you should attack the 
    feet. Getting a demon dance on the tail when it's fireballing is ideal, and 
    you can start a dance when it's hovering and about to land. Time it 
    carefully and the most part of the combo should hit the end of the tail, 
    where you won't get the bouncing animation and so lose sharpness slower.
    Garuga's head stagger animation is relatively long, so if you're confident 
    that a dance will stagger it after the first few hits then do so. Try and 
    not combo it head on, but at a 45* angle to the faceas the front of the head 
    is somewhat narrow and some of the hits may not connect.
    Gypceros, Purple Gypceros
    Recommended damage: Fire
    Cutting damage weakpoint: Stomach (80) and Tail (90)
    Recommended armour skills: Elemental Attack Up
    Helpful Armour skills: The usual.
    Difficulty to DS: Easy
    Status Use: N/A
    Gypceros takes a scary amount of cutting damage on the tail and belly, so 
    the ideal attack is to get under it, facing the tail, and combo. None of its
    attacks hit under it and with Wind press in demon mode its fly up and down 
    attack won't phase you. On smaller Gypceroses, it's easy enough to get 
    behind it and use Tri x 3, and if you get a stagger, immediately cancel into
    Beware of the tail whips it does, but once you're under it and dancing away,
    it'll usually keep spinning. Just keep hitting it until it stops, basically.
    While it's preparing for the flash attack, unless you're on low health (in 
    which case you should sheathe and superman dive) just hit the belly/tail 
    with a dance. Odds are you'll stagger it and even if you get dizzied it's 
    got few attacks that are a worry as it usually does the fly up and down 
    thing that wind buffs you anyway.
    When it's playing dead, don't get close if you're not familiar with it. That
    playing dead attack is quite lethal in rage mode. You'll always know if it's 
    playing dead since the quest won't have ended, or in a dual Gyppie quest you
    can check your quest screen and see if it lists the Gypceros as being killed 
    or not. You can either wait for it to wake up (it's a good time to sharpen)
    or go for a quick tri hit on the end of the tail or the face. Just make sure
    you don't start attacking again until it's totally finished the getting up 
    animation though. 
    There's not really a whole lot of complication or strategy here, just get 
    under it and slice.
    Hypnoc (Hypnocatrice) 
    Recommended damage: Raw = Fire
    Cutting damage weakpoint: Head (65), Stomach (50)
    Recommended armour skills: Standard damage boosting skills.
    Helpful Armour skills: Sleep negate
    Difficulty to DS: Easy
    Status Use: N/A
    Let's be honest: Hypnoc is Sleep Kut ku. It's got the same animations and a 
    similar body structure. The only major difference apart from where you hit 
    it is that you have to watch out for the loping jump attack it does, but 
    that's a simple matter of watching for the attack and getting far to the side
    or behind it ASAP.
    Hypnoc doesn't take a lot of Fire damage. It takes 25 on the face at most, so
    picking a set of good raw duals will work fine here if you don't have a good
    Fire set. 
    Given that its head is low to the ground, it's a lot easier to hit that Kut 
    ku's. Getting off Tri x 3 is pretty simple, and it actually takes pretty
    decent cutting damage on the foot so the 'hit legs till it trips and wail on
    the head' option is actually pretty effective.
    You'll need to be careful in rage mode, as the jumps really hurt and it gets
    much faster. But a lot of the attacks it likes to do are wind-press related
    like Gypceros, and you'll typically be demonised at most points so it's not
    a pain. Do try and avoid getting hit by sleep attacks though, as at G rank 
    if it jumps on you after sleeping you it's going to leave a mark.
    V Wyverns							WYV
    Rathian, Pink Rathian
    Recommended damage: Dragon = Raw > Thunder 
    Cutting damage weakpoint: Head (80)
    Recommended armour skills: Earplugs, Sharp +1
    Helpful Armour skills: Sharp Inc or Sharpsword since you'll be hitting it 
    Difficulty to DS: Easy/Moderate
    Status Use: Poison works well on Pink (360 damage over 1 minute).
    I've listed this fight as Easy/Moderate, but in reality if you've fought a 
    few Rathian before it's easy. Also I've listed raw damage as useful since 
    at the head it takes 80 cutting damage and 35 Dragon, so while Dragon is 
    handy if you've got a good pair of Raw duals they'll work better. 
    Rathian gives you a *lot* of openings to hit the face, and because it takes 
    so much damage managing staggers is easy. Work out how many Tri x 3 combos 
    you need to do to guarantee a stagger towards the start of a demon dance and
    you'll butcher it in no time. If you know it'll stagger, you don't need to 
    worry about the flip it'll often do after fireballing.
    The fake charge it does is annoying, but as long as you're not sitting right
    in front of it the whole time you'll be fine. When it does the fake charge 
    (aka the chin poke) into a bite, wait till the attack stops and then get in
    for a Tri x 1-3 depending on your opening. Otherwise, it's quite a simple
    fight of waiting for it to fireball and avoiding the telegraphed charges and
    poison flips.
    Here's a video of the high rank Rathian done with raw duals:
    Gold Rathian
    Recommended damage: Thunder
    Cutting damage weakpoint: Wings (50)
    Recommended armour skills: High grade Earplug, Sharp +1
    Helpful Armour skills: Elemental Attack Up
    Difficulty to DS: Moderate/Hard
    Status Use: Poison works (360 damage over 1 minute).
    This is a much harder fight than Goldy's green and pink sisters. She takes 
    much less cutting damage, and the area she takes the most (wings) is a pain
    to hit. And given how much HP she has, this fast becomes a very annoying 
    It takes the second highest amount of cutting damage on the feet (35) so 
    this is a pretty clear case for attacking the feet till it trips, and then 
    wailing on the wings. Don't bother hitting the head at all, and it's not 
    worth trying to hit the wings when it's firballing, because it's got a 50%
    chance to go for a flip afterwards and it's going to hit you. 
    When it's fireballing, run in and go for a Tri x 3 in normal mode on the legs
    and Tri x 1-2 in rage. As you get more familiar with her movements, go for 
    more attacks. Always go for the leg closest to you and don't run under it 
    since the flips are damn fast and really hurt. 
    While it won't lead to an especially fast kill, you can use the Thunder/Para
    duals to decent effect here. Paralyzed monsters take 10% more damage, so 
    spamming hits on the feet and alternating between tripped and paralyzed can 
    mean lots of openings. 
    Rathalos, Azure Rathalos
    Recommended damage: Raw > Ice (Dragon on Azure).
    Cutting damage weakpoint: Head (80)
    Recommended armour skills: Earplug, Sharp +1
    Helpful Armour skills: 
    Difficulty to DS: Moderate
    Status Use: N/A on regular, Poison works (360 damage over 1 minute) on Azure.
    Rathalos is another case where raw duals will work well, since it takes such
    a massive amount of cutting damage. And as with Rathian, it's all about 
    stagger limits, baby.
    First, hit it in the head with two or three Tri x 3 combos. You'll quickly 
    establish the stagger limits based on your duals, but for a good pair at 
    every rank, two Tri x 3 hits should mean it'll stagger a few hits into a 
    demon dance after that. You can typically get Tri in hits as it's landing, if 
    you time them correctly. Once you've established how many hits you need to 
    get in to prepare it for a stagger, keep tabs on damage. That way, you'll 
    know exactly when to attack it to flinch it, and can do a Tri X 1 into a 
    demon dance for consistent staggers. And since the first few hits should 
    stagger, all the rest of the dance hits after that start counting towards the
    next stagger. This means you'll quickly get into a rhythm with it, and as 
    long as you don't mis-predict staggers, it should be a simple fight.
    If you're not keeping track of staggers and attacking randomly, you'll find 
    this an extraordinarily frustrating fight, as it flies back and forth and 
    charges around. And taking risks means eating insta-charges. But if you 
    keep your head about you, Rathalos will become much less intimidating.
    Always demon dance it when it's fireballing, if you're close enough.
    This is actually a creature where duals are right up there with hammer in 
    terms of kill speed. 
    Silver Rathalos
    Recommended damage: Thunder = Water
    Cutting damage weakpoint: Wings (50)
    Recommended armour skills: High Grade Earplug, damage skills
    Helpful Armour skills: Evade Inc, Elemental Up
    Difficulty to DS: Hard
    Status Use: Poison works very well (420 damage over 1 minute).
    This is without a doubt one of the most frustrating weapon/monster match ups
    you're likely to face. Silver Los takes low cutting and low elemental damage
    and is fast. Like, really fast. You have very limited range and it's easy to
    get frustrated and try to spam attacks, but that means you'll end up eating 
    One redeeming factor of this fight is that Silver Los takes a lot of Poison 
    damage - almost as much as Black Grav. And while it's poisoned, you can build
    up poison attribute so the next time you hit it with poison damage, it'll get
    re-poisoned. If you poison it three times in a fight, that's 1260 HP it lost.
    The High rank Gypceros based DS has decent sharpness and poison attribute, 
    as does the Chameleos DSs.
    Basically, replicate the Gold Rathian tips, except you won't be able to get 
    as many openings because it doesn't fireball often. While you're trying to 
    poison it, remember that number of hits is what you're aiming for regardless
    of hit location. 
    Other than that... use a hammer :D
    Khezu, Red Khezu
    Recommended damage: Fire (Water on Red Khezu)
    Cutting damage weakpoint: Neck (60), Back and Stomach (50) 
    Recommended armour skills: High Grade Earplug, Elemental Up
    Helpful Armour skills: 
    Difficulty to DS: Easy
    Status Use: N/A
    Khezu is a walking punching bag for DS users. As long as you don't start 
    getting greedy and spamming DDs, this guy is cake. 
    Khezu's neck is often tricky to hit normally, but his legs have very low 
    stagger limits and you know what that means: You wail on them until he trips,
    then run over and demon dance his neck. Try and orient yourself so that the 
    hits land on the neck and not the head, although you might find it tricky to 
    see where the neck begins at first. 
    As long as you have HGE, the only attacks that should be a worry are the 
    thunder coat and the thunder jump if you're next to a wall and don't roll 
    out in time. As long as you're careful with your Tri x1-3 combo on his legs 
    and rolling out, he should never get you.
    People seem to use Poison on Khezu a lot in videos, but it's not very 
    effective at all. Even on Red Khezu who takes more Poison damage it's still
    not that useful.
    Recommended damage: Water = Dragon
    Cutting damage weakpoint: Broken stomach (75)
    Recommended armour skills: Earplugs, Bomber
    Helpful Armour skills: ESP, Trap Master
    Difficulty to DS: Easy
    Status Use: N/A
    Basarios is the younger version of Gravios, and it's not really a challenge
    for DS users if you're prepared to bomb it. Otherwise, especially at lower
    ranks, it's annoying dancing its chest and losing sharpness quickly, but you
    can do it without bombs if you want.
    If you run up to it as it's finished charging past you, you can place two 
    LBB+ next to it and set them off with a stone or a SBB. With Bomber, this 
    will quickly crack the chest plate off, giving you access to its stomach and 
    doing it a lot of damage in the process. Then, running in and starting a 
    dance will usually flinch it and it'll stop you bouncing since some hits can
    hit the non-broken parts of it. 
    This really is a lame fight for DS users. Basarios just runs back and forth
    for most of it and chasing it around gets really old, really fast. Before the
    stomach breaks the cutting damage it takes is also very low.
    Gravios, Black Gravios
    Recommended damage: Water 
    Cutting damage weakpoint: Broken chest (80), Tail (25)
    Recommended armour skills: Elemental Attack Up (Black Gravios), Bomber, 
    Sharp +1
    Helpful Armour skills: Trap Master, High Grade Earplug, ESP, Evade Inc
    Difficulty to DS: Moderate/Hard
    Status Use: Poison (Black Grav) is extremely effective.
    Gravios is very similar to Basarios in terms of DS strategies. You can either
    wait until it beams or uses a gas attack and demon dance the tail or you can
    trap it and bomb the chest plates off. Once those chest plates are off, the 
    damage it takes soars and on Black Grav, the Water damage it takes goes from
    useable to totally brutal at 90. 
    Pitfall traps followed by multiple LBB+ is very effective at removing the 
    chest plates, and once they're off, waiting until it beams before dancing the
    stomach will kill it quite tidily (slightly slower on the regular variant).
    Evade Inc is handy for getting in an out of chest range, since when you're 
    under it it'll quite often do a gas attack. When the plates are off it'll 
    stagger quiet often on the chest, though managing and predicting staggers is
    trickier than Rath wyverns.
    Apart from bombing off the chest, demon dancing the unbroken stomach or tail
    with a Water DS is your best bet. Once the tail is cut off though it becomes
    trickier; and often you can't run to the tail in time to dance it which is 
    why you'll see people dancing the wings. They don't take a lot of damage, but
    if you're packing Poison you can easily poison it by attacking the wings. And
    Black Grav's taking 480 damage per poison, meaning if you poison it three 
    times in a match it's lost 1,440 HP when you've barely had to do much.
    Still, without bombing it, Gravios is an annoying melee fight at the best of 
    times and dual's short range does it no favours. 
    Monoblos, White Monoblos, Diablos, Black Diablos
    Recommended damage: 
    Monoblos: Raw > Thunder > Ice
    Diablos: Ice > Thunder = Dragon = Raw
    Cutting damage weakpoint: Tail (80 on Monoblos, 60 on Diablos)
    Recommended armour skills: High Grade Earplug, damage skills
    Helpful Armour skills: Evade+ (at G rank)
    Difficulty to DS: Moderate (Monoblos) and High (Diablos)
    Status Use: White Mono and Black Diablos take decent Poison damage (360).
    All the Blos class wyverns can be fought in much the same way. Their tail is
    the cutting damage weakpoint, but typically it's far to high to hit in most 
    cases. So, the typicaly strategy is - you guessed it - leg trips then tail 
    shots. HGE is really important here, since the Bloses love to roar and 
    getting charged while stunned hurts. It's also a great chance to dance on 
    the tail.
    Now, you shouldn't only be going after the legs, as there are many openings 
    to hit the tail when it's not knocked over. You can clip it with Tri hits 
    or your O spin while it's burrowing, and when it's surfaced you can also 
    hit the tail with Tri if you're behind it and to its left as it surfaces. 
    There are decent tail hitting openings, but if you're an advanced user 
    you'll want to only hit the tail at certain times, like when it's burrowing.
    That's because you can't actually cut the tail off then. Sound dumb? Well,
    the tail is fairly big, and you can usually get good damaging shots in 
    while it's burrowing. But if you sever the tail too quickly, the major 
    damage point suddenly becomes a lot smaller as you have to then hit the tail 
    You should always be attacking Blos's left (your right) leg. When it goes 
    into rage mode, the right leg moves around and chips you, whereas the left 
    is static. 
    Sheathe when it's in Rage mode and burrows if you're not close enough to the 
    tail. If you are attacking the tail, roll OVER the spot it just went in after
    it's fully under. It'll almost always miss you and re-surface close by. If 
    it's done a fail-dig where it's confused and stays underground for longer 
    than usual, take the chance to sharpen or have a powerseed etc. 
    The Black Blos especially loves to hoon around like a mad man, so stay close.
    This encourages it to do the short charge, giving you lots of foot openings.
    When it's on low health it'll rage every hit which gets tedious, but if you
    stay close and keep the pressure on you'll kill it.
    Recommended damage: Raw > Thunder
    Cutting damage weakpoint: Head (75, and 80 in rage mode)
    Recommended armour skills: Evade+ or HGE
    Helpful Armour skills: Sharpsword
    Difficulty to DS: Moderate
    Status Use: N/A
    Tigrex is one of the creatures that duals excel on. It's quite an 
    intimidating fight because you have to be right in its face, but if you keep
    the pressure on and don't lose your nerve you can kill them extremely fast.
    Tigrex takes a lot of cutting damage on the face, and if you stay right next
    to it you'll bait it into not using its charge often. It'll usually roar, 
    spin, throw rocks or bite at you. While all these attacks can be rolled 
    through just using your MOI, using Evade +2 makes it much smoother and it 
    means that you can get right through the roar (as even with HGE you need to 
    roll back to not get caught by the shockwave).
    Harass it with Tri X 1-3 attacks depending on your opening, and really get
    to understand staggers intimaitely. You'll see in the video that I'm usually
    able to know exactly when to stagger it with a short Tri combo instead of 
    risking the full demon dance, and staggering it with the first hit - which 
    means it'll usually recover before you're finished the attack and it'll wail
    on you. 
    You can get a full dance it when it spins, and when you roll the roars. And 
    when it does the rock throw, if you quickly face the same way as it, you can
    get a couple of sneaky tri hits. 
    If you do have to break off to sharpen/heal, get close to it again and wait
    until it uses a short range attack since once it starts charging it seems to 
    take a little while to 'calm' again. 
    Here's Land of Tremors done in 8:31, with HR5 gear - so you can use the same 
    gear on your first attempt at it:
    Naruga Kuruga (Narcuga)
    Recommended damage: Fire
    Cutting damage weakpoint: Head (50, 55 in rage mode) Tail (35)
    Recommended armour skills: Evade+ if you're not used to fighting it
    Helpful Armour skills: Earplug
    Difficulty to DS: Moderate
    Status Use: N/A
    Naruga is a somewhat tricky creature for newer players to fight, but as soon
    as you're up to speed on your MOI usage you'll find it reasonably simple to
    beat down.
    Firstly, every attack of Naruga's apart from the tail smash can be rolled 
    with your MOI. So screams, tail whips, boomerang jumps, everything. This 
    means that with good timing skills, you can sit right in front of his face
    attacking almost constantly. It also turns to you twice, then pauses, giving
    you even more openings to attack. If you're new to fighting Naruga I really
    recommend Evade+2 armour, such as Butterfly/Obituary S.
    Tri x3 on the face with Fire duals should be your go-to attack in many cases.
    A few hits like this and then rolling through on-coming jumps if effective.
    If it's doing the tail whip attack and you're right in front of it, roll in 
    towards the neck. You can usually fit in a demon dance here, but be careful 
    to hit the head and not the neck. Naruga's got a small head and it's easy to 
    end up getting a lot of neck shots in at reduced damage.
    When it jumps back in rage mode, it's probably going to do a spike throw. If 
    you're close this is a great time to dance the head, but make sure you're on
    your right (it's left) of the head, as on the left of the head the spikes 
    can actually hit very close to it. 
    If it's in rage and doing the two jumps, then big jump finish attack, get in
    close and dance the tail, just where it meets the back legs. While you can
    cut Naruga's tail off, it's actually pretty difficult unless you focus on it.
    You first need to scar the tail and the when it's in Rage mode, cut it off 
    which takes two to three staggers. Don't worry too much about it because it 
    doesn't lose much range with it cut off. 
    As long as you're keeping the pressure on with Tri hits on the face when you
    can and dances whenever the openings are there it shouldn't be too hard.
    Recommended damage: Dragon 
    Cutting damage weakpoint: Head (50)
    Recommended armour skills: Damage skills
    Helpful Armour skills: Sharp Inc, HGE
    Difficulty to DS: Moderate
    Status Use: N/A
    Akantor is an unusual wyvern in that when it's in rage mode, the elemental 
    damage it takes changes. It drops from 40 Dragon on the face to 20, and 
    Thunder on the belly goes from 15 to 40. Still, you don't want to be under 
    it so Dragon should be the priority. 
    Akantor is an intimidating but slow creature. It's quite big, but it gives 
    many openings for attacks and when you're familiar with its patterns, 
    beating it down should be simple. With High rank gear (Cean S and the 
    Crimson Lotus Blades, for example) it shouldn't take much more than 15 
    minutes on a standard run and even faster is possible if it doesn't spam 
    Basically, stand right in front of it, and react as follows.
    When Akantor roars, get about a body length away from it and on the immediate
    left of its head. You should always have time to get there once it starts the
    roar animation. And in that position, none of the lava pillar formations will
    get you. 
    When it's tail whipping, get on its left side. You can do a O first 
    revolution on the head before the tail whips around, and you can start a 
    demon dance where it's head will end up. If it decides to do two tail whips,
    just follow the same princples.
    When it's doing the soundwave breath, your first priority is to get the hell
    out of the area. If you're close enough and it's safe, combo the front arm 
    closest to you.
    If it's doing the short range lunge bite, try to roll into the arms. They'll
    bump you over, but it does much less damage than getting hit by the mouth.
    When it's charging from long range, sheathe and sprint in one direction and 
    superman dive. It's not that hard to avoid as long as you dive just before 
    the arms get you.
    Annoyingly, when it digs it's probably going to hit you. It's just an attack
    melee users are going to get hit by if they can't block and you're in front 
    of it to head the face. Don't forget to bring armour seeds as they cancel 
    the defence down status Akantor can inflict.
    When it's dug under, it'll either surface where you were when it dug, where 
    it decides to (if it's sending up lava pillars, watch for the 9th ish one. 
    When you see two pillars appear in the same spot, it's going to surface 
    there) or it'll surface in one of three pre-determined spots. If it's dug 
    under and is taking ages to surface, sprint around. When you're running 
    towards its underground location you'll run normally, and when you're running
    away from it you do the OH CRAP style run. Use this to find where it's going
    to be.
    if you can't get the head, pick one of its back legs. They take decent 
    Cutting damage and you can focus on one to trip it over. Then, free face 
    hits are yours.
    So just take it easy and keep the pressure on. Stay at 75% ish HP and you 
    shouldn't end up getting beaten or taking too long.
    Ucamulbas / Ukanlos
    Recommended damage: Fire 
    Cutting damage weakpoint: Head (50)
    Recommended armour skills: Damage skills
    Helpful Armour skills: HGE, more damage skills
    Difficulty to DS: Moderate
    Status Use: N/A
    The strategy for Uca is basically identical to that of Akantor, since it 
    shares the same attacks for the most part. The major difference is the surf
    attack it does instead of charge spamming, and the ice beams. 
    The surf is best avoided by sheathing when it dives and supermanning over 
    the fin, but you can roll over it too. Just wait until the lowest point of 
    the bobbing and roll.
    The ice beams and chin dig attack can be quite dangerous for DS users, so 
    unless you're quite experienced it will probably be safer for you to adopt 
    the secondary Akantor strategy. That is, stay under it and pick a leg to wail
    on, and then sprint to the face to attack. Alternatively, roll under it as it
    falls and hit the legs. They take less damage, but you can hit them more and 
    it'll set it up better for the next stagger. 
    Take thawing agents. Getting frosted and not being able to get out of it 
    means there's an odds even chance it'll combo you.
    so, fight some Akantor first to get the hang of it and then bring you fire 
    duals for some chillaxed slicin'.
    VI Piscines							PSC
    Recommended damage: Raw
    Cutting damage weakpoint: Stomach (120) Neck (110)
    Recommended armour skills: Damage skills
    Helpful Armour skills: Felyne Tutor, BBQ Celebrity
    Difficulty to DS: Low
    Status Use: N/A
    This guy takes so much cutting damage that getting under it and dancing 
    will just about flinch lock it. Even the hip check that's dreaded on other
    Piscines has limited effect here.
    So take sonic bombs, get under it and spam. It's got limited health and 
    takes so much damage that a detailed strategy is a bit wasted.
    Plesioth, Green Plesioth 
    Recommended damage: Raw
    Cutting damage weakpoint: Stomach (100), Foot (50).
    Recommended armour skills: Evade+
    Helpful Armour skills: Damage skills
    Difficulty to DS: Easy (with Evade+) Hard (without) Moderate (with great MOI
    timing skills). 
    Status Use: Poison (360) on Green Plesioth
    You'll notice I've listed this fight on all parts of the difficulty 
    continuum, unhelpfully. Allow me to elaborate.
    Plesioth's most dreaded move is of course its infamous hipcheck. If you 
    don't have understanding how MOI evasion works, you're going to get Plessy's
    invisible junk slamming in your face over and over as while you're under it, 
    it's going to hip check you. 
    Rolling through the hipcheck is counter intuitive because the visible hitbox
    and attack frames don't look like you'd expect. When it rears back to thrust
    at you, there's a split second at which you have to roll, before it starts
    the attack itself. With Evade+1/2, this window is much, much more forgiving.
    And of course, with dual's limited reach, you're basically always in hipcheck
    That being said, with cutting damage weak feet and a very cutting damage 
    weak point you can't normally hit, want to guess what the strategy is? 
    That's right: run in for Trix 1-3 hits, demon dance if it's tail whipping 
    over your head, and always make sure you're ready to roll (no, really) 
    because it hipchecks most of the time when you're under it. Don't spam demon
    dances becuase it'll catch you out.
    When you trip it, combo where the belly is. But since it thrashes about 
    you'll probably end up hitting the back but that's to be expected. Once you 
    get your strategy down, you'll find duals are a decent class to use here, 
    but you need to manage the hipcheck somehow. Personally, unless you feel you
    have something to prove, I'd use Evade+.
    If you really can't stomach the rolling idea, its neck is also quite cutting
    weak at 60. You can bait it into doing a water cannon by standing away from
    it and then running in for a dance when it's blasting, but there are less
    chances to attack that way and the neck will mean you'll bounce often. Since
    Green Plessy is much faster than the regular one, you can use this strategy
    if you get really stuck.
    Volganos (Lavasioth) 
    Recommended damage: Water > Raw
    Cutting damage weakpoint: Tail (40) Feet (30)
    Recommended armour skills: Quake Resistance, Elemental Attack Up
    Helpful Armour skills: Evade +, damage skills, Evade Inc
    Difficulty to DS: Moderate/Hard
    Status Use: Paralyze is effective
    Volganos is Plesioth's hot cousin. And If there's one thing Pokemon has 
    taught us, it's that fire based creatures are weak to Water, and that's true
    Volganos is quite different from Plesioth in that it's much less cutting weak
    and isn't as stationary as Plesioth tends to be. Volganos loves to do a land
    swim attack where it charges across the map on its belly. It's painful in 
    normal mode, and in rage mode it's faster and can turn around mid swim. 
    Also, its long range attack which is a fireball that tracks you as it 
    releases and has shards fly off it that fly off in random directions. It's 
    got a whole lot of HP, too and isn't a lot of fun to fight, to be honest. At
    least it doesn't hip check as often.
    Evade+ is useful for rolling the quakes, tail whip and first part of the 
    landswim when it's next to you (which can otherwise do serious damage), as 
    well as the hipchecks it will do.
    Running under it and aiming the Tri x 1 hit to get the belly will do good 
    damage in a small opening, but otherwise circle it counter-clockwise and 
    when it fireballs, dance the legs form the side (not from under it). When 
    it's hipchecking, you can just run away from it and as long as you're not 
    behind the head you should be OK. And of course, if you do find yourself
    presented with a head shot, take it if the belly or tail isn't open.
    Sheathe when it swims around in rage mode. There's a very high chance it'll
    get you otherwise as those hitboxes are really wide. Quake Res is very useful
    since when it does the belly smash it'll usually do it twice in a row. If 
    you go for a demon dance just be careful not to start a second until you're 
    sure of its next movements.
    Because it's got huge health, huge damage with wide area coverage and isn't 
    cutting weak, this isn't a fun fight for DS users.
    VII Carapeceons							CPC
    Daimyo Hermitaur, Purple (Plum) Daimyo Hermitaur
    Recommended damage: Thunder (Ice > Thunder on Purple)
    Cutting damage weakpoint: Head (50)
    Recommended armour skills: N/A
    Helpful Armour skills: Evade+, EAU
    Difficulty to DS: Low
    Status Use: Easily paralyzed
    Hermitaur is a great place for newer DS users to practice their craft and to
    get used to fighting without 'juices. Daimyo is reasonably slow and doesn't 
    hit that hard in most cases, making it quite forgiving. 
    For most of the fight, you can effectively lunge (O + tri) when not 
    demonised, get your combo on to an appropriate length, and then roll. Rolling
    through his legs to behind him is very easily done and with a basic awareness
    of his attack windows, you need never get hit. Staggering the head is also
    easy, since it takes good cutting and Thunder damage and has a low stagger 
    limit. Once you've established the rough number of hits to stagger, you can
    demonise and prepare for the stagger by doing Tri x 1-3 and cancelling into
    a demon dance. That amount of damage will set it up very well for the next
    stagger, too.
    Daimyo tends to "nickle and dime" players to death, in that its bigger hits 
    are simple to avoid, but it gets you with a lot of low damaging attacks. Be 
    careful about getting carried away and then getting hit by a water cannon if 
    you get greedy and get caught in a dance. 
    The jump attack is another one to be wary of. With demon mode's built in wind
    press skill it's less annoying than other classes, but this can lead you to be
    cocky and stay too close. The hitbox on that attack extends much further than
    Daimyo's body, so play it safe. Also, when you're behind it, always assume it
    will do the shell charge so make sure you don't try demon dancing the skull.
    On Purple, if you're unclear about your stagger limits or damage, you can 
    keep harassing it with charge attacks or Tri hits on the legs. They take good
    enough cutting damage at 35 for you to wail on them until you get a trip. It
    seems to stay tripped for a long time too, allowing two or three dances on 
    the face.
    Shogun Ceanataur, Red (Terra) Shogun Ceanataur
    Recommended damage: Thunder
    Cutting damage weakpoint: Head (45) Body (35)
    Recommended armour skills: Evade+, Sharp inc
    Helpful Armour skills: Damage skills, Rec Speed +
    Difficulty to DS: Easy to Moderate (G rank Shogun) Moderate/Hard (Terra)
    Status Use: Low paralyze limits 
    Shogun Ceanataur is in many respects the bigger, harder version of Daimyo. 
    It's worth practicing on Daimyo first, since many of its attacks and patterns
    are replicated here.
    Shogun has a much longer reach and is faster than Daimyo and is much deadlier.
    Most of its attacks do much more damage and many won't actually knock you over
    if you're demonised. This is dangerous because it'll chain attacks quickly 
    and it's possible to not realise how much damage you're taking and suddenly
    get killed. It also love to burrow and those un-burrow attacks can be quite
    random and deadly.
    But on the plus side, duals are a good class for Shogun. Being fast and able
    to roll-cancel many attacks and combos allows you to get more hits in than
    many other classes with relative safety. While Shogun can attack quite 
    randomly at times, if you keep your cool and stick to safer openings you 
    should be fine. And you'll want to get used to fighting it, since Ceanataur
    armour is among the very best sets for DS users.
    Since you don't have much time to demonise at will, it's better to stay 
    'juiced and demonised the whole fight. Attacking the legs isn't as good as on
    Daimyo, but it's certainly better than hitting the shell or pincers. Be aware
    too that the head is the pointy bit that sticks out of the body, and not the 
    body itself. It's usually too high for you to hit, so body staggers will be 
    your raison d etre here. Many of its attacks leave the body open, like the 
    single claw hammer it does or the water cannon Terra will do. Use these 
    openings and be really careful if you're planning to dance, since in rage 
    mode it really recovers fast and it'll put the hurt on you. So as with many
    fights, it's about hit and run here. 
    Given how fast and damaging Shogun is, there's a lot of merit in players 
    using the Thunder/para set of duals. Many quick hits adds up the para 
    attribute and paralyzing it three times means nine free demon dances which is
    good fun. 
    Note that Terra is even faster than regular Shogun and hits harder. It's got 
    the same weaknesses though apart from Water on the shell, but it's not weak
    enough there to warrant using water duals. 
    Shen Gaoren
    Recommended damage: Dragon > Fire
    Cutting damage weakpoint: In shell (80), Body (40)
    Recommended armour skills: Damage boosting, Quake Res
    Helpful Armour skills: Damage boosting
    Difficulty to DS: Low
    Status Use: N/A
    Shen is a boring, boring fight. On a personal level I'm annoyed Capcom would 
    put two 'wall' creatures in (this and Lao) since they aren't hard, they just 
    take a half-hour of mindless attacking. If you want to clear this example of 
    bad game design as fast as you can, I recommend you look up my Shen Gaoren
    HBG guide on YouTube. It takes very little effort, requires no tactical skill
    and clears Shen faster than any other class.
    If you do want to DS it, I recommend you get a Quake Res armour and some 
    Dragon duals and then just follow it as it walks. Pick a leg, and keep track
    of it mentally, and wait until that leg has moved. When it's stopped, get in
    and demon dance to your hearts content, as long as the leg is going to be 
    moving away from you (so, don't combo it if it's about to kick you). You'll
    soon enough make the leg bright red. Keep hitting it until it becomes darker 
    red, and then switch to another leg.
    Once all four are dark red, pick any one and keep hitting it until all four
    legs turn grey again. Shen will now flinch and fall down for a long time. 
    Roll into his body and hit the weak point (for massive damage, of course). 
    The weak point is tough to describe, but roll between the back leg closest 
    to you and the shell, and if you've done it right, at the end of the roll 
    you'll end up just inside the shell. If you've done it right you'll notice 
    massive hitlag. Keep demon dancing until it gets up.
    You should always be hitting the legs unless it's tripped, in which case you
    should go for the weak point. In the Town Shen missions, when it's walking 
    around close to the ground, hit the body instead. Try and stay on near max
    HP, because when it falls over with a flinch it'll land on you.
    And that's pretty much it. You hit the legs or body, and the in shell weak
    point when you can, and kiss goodbye 20 odd minutes of your life.
    VIII Primatus							PRI
    Congalala, Green/Emerald Congalala
    Recommended damage
    Congalala: Raw
    Green Congalala: Ice
    Cutting damage weakpoint
    Congalala: Head (65)
    Green Congalala: Tail (50)
    Recommended armour skills: Damage skills, Sharp inc
    Helpful Armour skills: Evade Inc, Rec Speed +, Quick eating, Quake res
    Difficulty to DS: Low/Moderate
    Status Use: N/A
    While these two creatures have the same body shape and similar attack 
    patterns, they have quite different strategies to DS because of the different
    weak points. Congalala's quite traditionally weak in the head, while Green's
    much more element weak and the tail is your target.
    Congalala feels like it has reasonably high stagger limits, and a stagger 
    doesn't give you much more of a chance to attack, so it's safest to play 
    assuming you're not going to get a stagger at all. Keep up the damage with 
    Tri X 1-2 normally and Tri x 1 in Rage mode in tiny openings, and if it's 
    puffing its chest out, get in for a dance on the tail. It'll tend to charge
    twice before going for a longer attack like a belly flop, so stick close 
    ish and let it run around. It's pretty consistently cutting weak all over, 
    so after a belly flop run in for a combo anywhere (obviously the head if you
    can, though).
    It'll often do the four claw swipes followed by the falling over. If you're 
    on its left as it starts that attack, you'll be in prime position to roll in 
    for a dance on the face. On the right hand side of it, just stay out of Quake
    range if you need to and run in for a dance on the arms otherwise.
    That's basically it. Don't stand in front of it since it'll charge you, but 
    if you stay to the sides and let it attack past you, you can your dance on.
    Green/Emerald Congalala is a lot trickier. The tail is the weakest point, but
    as you'll probably know, it's got some pretty nasty gastro habits. If you're 
    not aware, Green Congalala loves to use fart attacks and they have a 
    reasonable area of effect. It also tends to be a fair bit bigger as it's G 
    rank only, which is where Evade Inc becomes handy. There are far fewer 
    openings to dance that don't require that you risk a gas attack, and the 
    damage it does take isn't that high, especially relative to its mammoth HP.
    It's going to be a frustrating hit and run excercise, and you'll often be 
    waiting for it to belly flop to run in and hit the tail. It'll fart as it's 
    getting up from many attacks, too, including the four swipes. The fart 
    attacks it does randomly also do huge damage in rage mode. Make sure you 
    take deoderant to this fight! 
    Blangonga, Brown Blangonga
    Recommended damage: Fire (Blangonga) Ice (Copper) = Raw
    Cutting damage weakpoint: Face (70 on normal, 65 on Copper), Tail (50 on both)
    Recommended armour skills: Earplug, Evade+
    Helpful Armour skills: Damage skills, Quake res
    Difficulty to DS: Moderate
    Status Use: N/A
    While the two monkeys don't take much elemental damage, it's recommended 
    because it's required to break their fangs. After they're broken, roars don't
    need earplug and the regular one can't summon Blangos any more.
    Regular Blangonga isn't too bad to DS. It's fast, but so are you, and most of
    its attacks don't have a massive range. If you get right under it too, it 
    can't seem to target you properly. This fight won't involve many demon 
    dances, so leaving your 'juices at home (man, that sounds wrong) is a fine 
    idea. While not being demonised means your hit and runs aren't as damaging, 
    it does mean you're more easily able to lunge attack with Tri + O. This is a
    great way to start combos and make the most of openings created by your 
    initial attacks, and that's a flexibility not possible with demon dances.
    So, harass it. Lunge in, and start hitting X to roll out before the lunge 
    finishes if you're not sure of the opening. Targetting the face is really 
    important, but after the fangs are gone, hitting the front quadrant of the 
    body is very useful as the front arms take decent cutting damage and a trip
    means free hits. If you can, get used to MOI rolling the quake shock waves.
    You shouldn't be in the range of the ice breaths, and following them up with
    a lunge to Tri x2 is going to add up damage fast. The boulder throw is 
    irritatingly random in terms of shards, so attacking the face/front arm is a 
    risk I usually take. Taking Thawing Potions helps a lot at higher ranks.
    Be very careful with healing, since it can jump and cover a LOT of ground in 
    a very short space of time.
    Copper Blangonga moves similarly, but has two new main attacks to watch out 
    for: A short range 'fan' of boulders right in front of it (avoid by rolling
    them head on or by sticking to the sides) and a long range single bouncing 
    boulder attack (avoid by sheathing to superman dive if you see it coming but
    preferably, stay closer).
    Don't bother attack Coppers's back legs or body; they take much less damage
    than the normal one. And since it likes to do the breath and boulder attacks
    more, there are more changes to dance the front arms. Still, going for a non
    demonised lunge into a roll or more Tri hits is quite effective. 
    Keeping either of the Blangongas still for any length of time is hard. And 
    when not raged, they have the very annoying habit of randomly jumping around,
    often thrwarting attacks. Just keep your cool and stick with it. It's also
    very important to clear minions from the map you're fighting in.
    If you have Earplugs and don't need fangs, you can go for high Raw damage 
    instead of using elemental.
    Rajang, SSJ2 Rajang
    Recommended damage: Raw
    Cutting damage weakpoint: Head (60), Tail (50)
    Recommended armour skills: Damage skills, Evade + if you need it
    Helpful Armour skills: Quake res, quick eating
    Difficulty to DS: Moderate/Hard
    Status Use: N/A
    Rajang can be killed quite efficiently with duals, but you'll need to be 
    quite familiar with its movements and openings. If you get an opening wrong,
    it's often going to kill you. 
    First of all, the Golden Rule to Fighting Rajang: RUN LEFT. If you run on 
    your left of it, it can never get you with attacks if you're close enough. 
    It's going to be freaky for newer melee players to do this, but you have to 
    stay close. If you don't, it's going to zig-zag hop on you and you'll feel 
    the pain. Also, don't stand right behind it because it'll randomly hop on 
    you and that attack really hurts.
    While you want to hit the face when you can, it takes good enough cutting 
    damage all over, meaning that while it beams go for a demon dance anywhere.
    Tail is best, but it's not worth missing the last few hits by starting your 
    dance late if you're not in the right position. 
    When Rajang is turning to you, you can get a Tri hit safely if you're on a 
    45* angle to where it will be facing. Start your hit just as it starts the 
    second turn towards you, and if it's timed right it'll connect on the horn.
    Obviously, roll towards and under it ASAP as it'll usually punch at you 
    afterwards. If you start the attack too late, you'll probably get punched.
    On very large Rajangs (like the second one in The Final Invitation) angle a 
    little differently, as you need to, and you might start the hit a fraction
    later to get the face as it's lowered. Using the exact same timing as on 
    smaller ones can mean you'll miss on the bigger monkeys.
    For advanced dual users, you can actually clip the back legs as it punches
    past you if you're in the right position. Stick to a Tri hit, though. If you 
    have Quake res, you can follow it a bit closer and get in a couple of Tri 
    hits as it finishes the attack, but be aware of the insta-back hop. 
    When it does an energy ball and jump back, it's a great chance to run in and
    get a couple of Tri hits on the horn. You can even get three hits in in 
    normal mode, and if it's jumped back into a wall so you don't have to run as 
    far you can risk a dance. 
    After a zig-zag jump, it'll always jump back. As soon as you see where it's 
    going to land, face there and start a demon dance before it hops back. If 
    you've positioned well, it'll jump over you into a demon dance. 
    In rage mode, if it body slams, it'll always follow it up with a jump back 
    into energy ball attack. So if you see it body slam, go for a limited attack
    on the horn and get ready to run back to where it'll end up for Tri x 2-3 on
    the horn.
    Rajang will take a bit of work for most duals users, but apart from GS, 
    Rajang is tough to melee.
    IX Elder Dragons						EDS
    Recommended damage: Raw
    Cutting damage weakpoint: Horn (90)
    Recommended armour skills: ESP, damage skills
    Helpful Armour skills: Evade Inc, Sharp inc
    Difficulty to DS: High
    Status Use: N/A
    Kirin with duals might be the worst monster/class match up the game. Given 
    Kirin's capacity to lay waste to the area around him with such short notice
    and duals' short reach, you're going to need to approach this fight very 
    The key to this fight is Kirin's unique stagger mechanism. Most creatures 
    have a different stagger for each body part, while Kirin just has one. If 
    you stagger it while facing it, you'll make it briefly flinch its head to one
    side. But if you stagger it from behind, you'll knock it over. This is crucial
    for duals as it's the best chance you get to hit the horn. Kirin doesn't have
    a huge amount of health and the horn takes a lot of damage, so if you flip it
    over a few times and position well to demon dance the horn afterwards you 
    should find it dies fast.
    Once you've established a rough number of hits per stagger, try and keep a 
    pretty careful track of this, so when you're approaching that number you can 
    start only using hits from behind it. And as soon as you knock it down, 
    follow it up with a danceo n the horn (careful not to hit the head).
    Kirin has multiple lightening summons. Recognising the different patterns is 
    really important to knwoing safe attacking windows. The first pattern is a 
    slightly longer load up animation, involving Kirin rearing up on its hind 
    legs. When it's doing this animation, it'll call lightening down right on top
    of itself, making the surrounding area safe. 
    The second and third summons are visually harder to tell apart, but the summon
    animation is much shorter. The second one summons thunder all around it 
    randomly and must be avoided. The third summons lightening in a small pocket
    a couple of body lengths away from Kirin, so it's safe to attack
    When it's doing the targetted lighting strike, it'll often taunt afterwards.
    Use that loading up animation as notice to get close to it and ready to demon
    dance the hind quarters. After a dance behind it, always be ready to roll 
    forward if you've flipped it for an immediate dance on the horn.
    Apart from it taunting, the best way to get attacks in is Tri hits in small
    openings, and a O twirl which you should start just before it turns after a 
    thunder summon. That way, if timed well, the hits should connect with the 
    horn or head. 
    This is going to be a frustrating fight, so take it easy. It'll charge back 
    and forth and sit there doing the lightening calls over and over and 
    there'll be very little you can do. Just wait for your openings and make sure
    you adjust to the stagger limits.
    Kushala Daora, Rusted Kushala Daora
    Recommended damage: Dragon > Thunder (Water on Rusted Kusha)
    Cutting damage weakpoint: Head (50)
    Recommended armour skills: Earplug
    Helpful Armour skills: Damage skills, Sharp Inc
    Difficulty to DS: Low/Moderate
    Status Use: Paralyze is very effective
    Kushala is a fun fight with duals, as long as it's not flying constantly. 
    While you can kill it in one round without flashbombs, you will be waiting 
    for it to land which isn't a lot of fun. 
    Kusha has quite a weak head and a stagger that gives you a lot of free hits.
    If you're savvy about managing stagger limits, you can really keep it flailing
    on the ground. 
    You should be focussing on the head the whole time, unless you know it's on
    less than 30% HP and so the tail can be cut. The horns won't break until it's
    at 60% HP, and it doesn't need Dragon damage to break them off. Once the horns
    are gone, it loses the wind aura permanently and can't resummon it. Helpfully,
    flinching it also removes the aura temporarily.
    When you send it into rage mode, it'll often roar a second time to re-summon 
    the wind aura. If you're on low health it's best to play it safe and get a 
    decent distance away when it goes into Rage mode in case it does the second 
    roar, since the wind buff has a massive area of effect and it can often lead
    to combos.
    The strategy to fighting it on the ground is simple enough - use Tri x 1-3 
    whenever you can - usually following ice blasts - and Tri x 1 when it turns to
    you after charges or when appropriate. When it flinches, go for a couple of 
    Tri hits, but get ready to position yourself for a full demon dance on the 
    head. This sets it up very well for a stagger soon after. while you can't quite
    soft-lock it, you can dominate the fight fast enough when you get into a 
    When it's flying, try and stay under it and abuse O attacks. Be careful 
    though of the tail attack, but that's avoided by just running to one side 
    when it slowly floats forward.
    Here's a video of the second round of a G rank Kusha to demonstrate:
    Recommended damage: Dragon > Fire (same damage, but Dragon can remove the horn)
    Cutting damage weakpoint: Head (50), Hind leg (30)
    Recommended armour skills: Damage skills
    Helpful Armour skills: More Damage skills
    Difficulty to DS: Very Low
    Status Use: N/A
    This is a uniquely boring fight with duals; it's akin to Lao Shan farming.
    The strategy is thus: You run up to its back right leg (so, the back leg on 
    your left as you look at it), wait for it to start an attack and demon dance.
    it'll soon trip, and then run between its flailing legs and angle yourself so
    half the hits get the chest and the other half get the legs. This sets it up
    well for the next stagger, which will quickly happen.
    And that's pretty much it. You can kill a G rank Cham in less than 15 minutes
    solo using this abuse, which is a great way to farm for Elder Dragon Jewels.
    If you're using Dragon damage, run up and combo the head instead for one 
    stagger, that should be enough to remove the horn as it doesn't have a HP 
    requirement. Also, towards the end of the fight, try and land a few hits on
    the tail when you can to remove it.
    Here's video evidence of brutality:
    Recommended damage: Dragon > Ice
    Cutting damage weakpoint: Head (40), Body/Front legs/Tail (all 35)
    Recommended armour skills: Earplug
    Helpful Armour skills: Damage skills, sharpsword 
    Difficulty to DS: Low/Moderate
    Status Use: Luna takes poison damage in a unique way - 300 HP in 30 seconds.
    If you're not concerned about Horns, the Ice/Poison duals can be useful at
    lower ranks.
    Lunastra and Teostra are very similar fights. Both the Manticores have the 
    same attacks, but the major difference (apart from elemental weakness) is that
    Luna is easier thanks to the fact she telegraphs her charges. When you see 
    her doing a weird pose and walking forward a few steps, it's your cue to get 
    out of the area.
    Since Luna takes virtually the same cutting damage on the belly, forelegs and
    face, get used to hitting there. The head is your desired spot to attack when
    you can obviously (and especially with Dragon damage) but the forelegs are 
    often accessible and mean you're much less likely to get charged or bumped.
    When it's doing a flamethrower, dance the front arms. If you start it early
    enough, you can usually position yourself for a Tri x 2 attack on the face 
    when it's stopped. Try and approach from the side so you don't get knocked 
    over when it extends its forearms forward at the start of the attack.
    When it's jumping or charging around, it's best to let it stop rather than 
    rushing in. You can get a Tri x 1 and roll out if you start the attack as 
    it's turning to you if you time it right. Most of the time though, it's best 
    to sheathe and chase it around, waiting for it to get bored of running.
    When you head flinch it, get Tri hits in as appropriate, and position yourself
    ready to dance the head as it's getting up, like you would on Kusha. This is 
    important to do as it keeps the damage up and preps it for the next flinch. If
    you try dancing as soon as it flinches, you're going to miss many of the hits
    when it's thrashing around. A couple of tri hits comboed into a dance is ideal
    if you get the position right when it's first flinched.
    You also need to recognise the two explosion ring patterns it has. If it's 
    surrounded by red sparks and is flapping its wings fast, it's a close range 
    explosion and you need to roll out. If it's yellow sparks and slow wing 
    flapping, then get in and dance the head as it's a long range explosion ring.
    Be careful of the paw-swipes. While they are more annoying than anything 
    else, they can set you up nastily for a combo. Either roll into the body or 
    MOI through them if you're positioned well.
    If it's tail whipping, either stay back or roll under the lower body and start
    a combo for some free damage.
    Recommended damage: Dragon > Water
    Cutting damage weakpoint: Head (40), Body/Front legs/Tail (all 35)
    Recommended armour skills: Earplug
    Helpful Armour skills: Evade+/Inc, Sharpsword
    Difficulty to DS: Moderate
    Status Use: Poison works very fast, paralyze works for 15 seconds.
    Essentially, this is the same fight as Lunastra, but with a few differences.
    For the basic strategies, see above.
    The major difference in the fight is that Teostra doesn't telegraph his 
    charges like Luna does. Instead of a short animation before rushing, Teostra
    just charges at you. It does a LOT of damage and it's sometimes tricky to 
    work out if it's a straight or curved charge. If you're not experienced at 
    fighting Teo, take a cautious approach and don't stand in front of it. With
    Luna, when it jumps back and taunts, you can often get some face hits in; but
    with an enraged Teo it's best not to unless it jumped back into a wall close 
    to you. 
    It's also weak secondarily to Water rather than Ice, which isn't particularly 
    useful as the Water duals tend to be mediocre if you don't have access to the 
    Red Lobtser Duals.
    Other than that, apply the Lunastra strategies.
    Lao Shan Lung, Azure Lao Shan Lung
    Recommended damage: Dragon > Fire
    Cutting damage weakpoint: Stomach (55)
    Recommended armour skills: Damage skills, grinder/sharpsword
    Helpful Armour skills: More Damage skills
    Difficulty to DS: Very Low
    Status Use: N/A
    This is a very, very boring fight for DS. With some 'juices you can really 
    get an effective strategy going. You don't even need to bring them beforehand,
    as you've got time to cook Rare steaks while waiting for Lao in each zone and
    combine with Catalysts for Power Juices.
    Set up the supply LBB+ in the middle of the first zone you fight Lao in. As
    soon as it's close enough, set them off and demon dance the head a few times
    to get the horn off. Keep dancing the head until the belly is accessible. 
    Sharpen, then get under the lowest part of the belly and keep demon dancing.
    Because demonised mode gives you wind press, you don't need to worry about 
    getting too close to the feet and can just spam demon dances over and over.
    Repeat in every zone. Farcaster home if you need to avoid the tail, but you 
    can just sprint home hugging the wall on the left. Superman dive if you think
    the tail's about to swing your way.
    When it gets to zone 5, load the Ballista. As soon as the eye icon appears by
    your name, you can hit it. Move the ballista crosshair (in first person mode)
    across right a few degrees, until it's equally between the two canyon walls on
    either side (see my Lao Hammer guide on YouTube if you need a visual demo of
    It's not pretty, but it works. 
    Recommended damage: Ice > Dragon
    Cutting damage weakpoint: Mouth (80), Body (65), Tentacle (55)
    Recommended armour skills: Survival (if required), Sharpsword
    Helpful Armour skills: Sharp Inc, Evade inc
    Difficulty to DS: Moderate (Low/Moderate once you get the patterns down) 
    Status Use: N/A
    Yama is a very intimidating and weird fight the first few times you attempt 
    it. While it seems a little like Shen and Lao in that it's a HP tank, it 
    actually fights back and is a more dynamic battle than the other two. Not by
    much, sadly.
    While other classes can hit Yama while it's floating about before it attacks,
    duals reach means that you usually can't, forcing you to play a battle of 
    reaction. While the mouth and eyes (90) are the best spots to hit it with 
    cutting damage, there's not often much scope to attack them. But if you can,
    they should be your first targets.
    When it smashes down with the two inner tentacles, dance the 'shoulder' 
    region, and be ready to run. It's got a 50/50 chance to begin the vortex 
    attack after a few seconds, which is a OHKO. If it does start the vortex, 
    sheathe right away and sprint away. If you've predicted it, switch to your 
    tranq bombs and throw two. It'll drop down to the bottom pit, and you should 
    drop onto it and demon dance the mouth over and over. It'll require one more
    tranq each time you do this though. If you haven't predicted it, just sprint 
    away. If you're going to run out of room, jump off the platform onto the 
    ground and then back up.
    If it hits the platform with two tentacles but doesn't do the vortex after a
    few seconds (you'll get a feel for how long to wait) then it's safe to attack
    the tentacles with impunity.
    If it hits down with all four tentacles, it's safe. Run in and combo the 
    inner two.
    If it does the helicopter attack, you've got a few options - either do the 
    'despair' gesture, sheathe and crouch, time a superman dive well, or my 
    personal favourite, sharpen. The sharpen animation makes you crouch, getting 
    under the attack if you start it at the right time and has the bonus of 
    getting you back to max sharpness. It won't work with Sharp Inc, though.
    When it's flailing at you with either the one or two tentacle attack, try and
    get between the tentacle and the edge of the platform just after the attack
    hits. You can get a few hits on it before it pulls back.
    When it comes close to release thunderbugs, spam dances on the mouth like 
    there's no tomorrow. If you pick the right spot, you'll kill the bugs as they
    come out, but if you don't, jump off the platform after the attack and climb
    back up as this always gets rid of all the bugs. They are extremely annoying
    and their bump attacks can lead to you getting comboed or kill you outright
    if you're not careful or unlucky. 
    When it's in rage mode, the eyes glow yellow and it's going to be a little 
    faster, so watch out for those flail attacks. 
    Yama is a big balloon, and you'll notice as you attack it the belly (full of
    hot air) begins to shrink. This is a great way to guage its health. After a 
    certain amount of damage, it'll drop down for a while to re-fill. Either
    jump on it to carve or plant the anti-dragon bombs.
    Yama takes a while, so you'll learn to get into a rhythm. Stay back from the 
    platform if you're unsure of attacks, and always keep moving if you're about
    to get hit and you should be OK.
    Recommended damage: Dragon
    Cutting damage weakpoint: Face (80), Head (50), Leg (20)
    Recommended armour skills: Sharpsword, Sharp +1
    Helpful Armour skills: HGE, Grinder
    Difficulty to DS: Low (once you're used to how it moves)
    Status Use: N/A
    Fatalis is a very intimidating fight for most players. It's been the 
    unofficial end boss in various MH games for years, and there's still a lot of 
    trepidation surrounding fighting it melee. While it may take most players 
    over an hour to kill a Black Fatalis, it's actually a reasonably easy fight.
    Fatalis is a very predictable dragon once you've observed how it moves. It 
    will walk on the spot for a few seconds, and then:
    >Belly Smash
    This is when it just falls down. It'll do moderate damage if you're under it,
    but as the belly/crotch doesn't take that much damage there's no reason you 
    should be in danger of getting hit by this.
    >Belly smash, then snap'n'drag
    This is more common than the simple belly smash. It drops down, and then 
    instead of getting up, it wriggles forward. Touching any part of the body at 
    this point will either kill you or do massive damage. It can continue to 
    wriggle for long distances so be careful.
    Fatalis rears its neck back and spits a fireball that goes in a straight line.
    It's got no area of effect and it's telegraphed well in advance, so it's not 
    really an attack you need to worry about.
    >Fake summon
    Fatalis leans forward and waves his head around a little bit, mimmicking the 
    attack Crimson and White do to summon meteors/thunder. It doesn't do anything.
    >Staunch Walk
    Fatty gets all up in your grill by just walking at you. Doesn't do damage, but
    it can belly flop on you which does.
    Pretty obvious: it screeches. It requires HGE to negate, but doesn't offer many
    damage options if you do have it. Unless you're right in front of it, it'll 
    turn to you, giving you time to recover before it can hit you.
    Fatalis swings at you with a claw attack that's niggly in normal mode and 
    lethal in rage. As long as you're not right in front of it, you'll be fine.
    When Fatalis flies up, it'll either be switching sides of the castle (it'll
    stay up in the air for a long time before moving), it'll be doing fireballs 
    (either single, triple or both), it'll land right away (listen for the 
    distinctive growl) or it'll hover at you. If it's hovering, run at the shadow
    until it stops moving, then run back away. Until the shadow gets close to you
    it'll keep chasing you.
    Once it's caught up with you, it'll either come right down or do one or two 
    fireballs. These are avoided by just running back far enough.
    Key times to attack Fatalis are when it's landing, as you can get a O twirl 
    into a demon dance on its face (stick with just the dance unless you're used
    to the timing). Otherwise, the major attack you'll be doing is demon dancing
    the legs as it walks around. Often, if you're comboing the back leg, it'll
    keep belly flopping into the wall, over and over again, letting you wail on 
    it for minutes at a time. It's a quite poorly coded  creature, IMO.
    Since the tail doesn't take much damage, try and get your combo to land on 
    the legs exclusively.
    Other than understanding its attacks, there's not a lot of strategy to 
    Fatalis. Keep hitting the legs when it's walking around as it's basically all
    you can hit. The chest takes very little cutting/dragon damage, so even when
    it flinches, keep hitting the legs.
    Crimson Fatalis, White Fatalis
    Recommended damage: Dragon
    Cutting damage weakpoint: Face (50 on Crimson, 80 on White)
    Recommended armour skills: Damage skills, Survival if required, Bomber (White)
    Helpful Armour skills: Damage skills, HGE, Bomber
    Difficulty to DS: Moderate
    Status Use: N/A
    White and Crimson are a boring fight in much the same trench warfare is 
    supposed to be boring - long periods of monotony interspersed with brief 
    periods of terror.
    The cutting and Dragon weak zones are the same as Black Fatalis, and they take
    the same damage apart from Crimson's stronger face. The tactics are basically
    identical as for Black, except for the differences noted below.
    Both Crimson and White have summon attacks that cause massively damaging 
    attacks to lang in pre-determined positions on the battlefield. Being behind
    the right leg means you're safe from all but one of White's summons, which 
    you can avoid by staying in front of the right leg instead. While they are 
    doing the step forward to summon is the main time you'll have to attack the 
    legs with a dance, and then step out a little so you don't get clipped by the
    foot as it turns.
    Neither White or Crimson snap'n'drag, but both can belly flop, so hanging out
    in front of them isn't advised, especially as the belly takes little damage.
    As with Black, attacking the head as it lands is your best bet for adding up
    Crimson can also do a dive-bomb attack, but it's easy to see coming and it
    flies in a straight line.
    White will sometimes step from foot to foot and then do a claw swipe. It's 
    quite obvious after the first time you see it coming, so as long as you 
    realise it can slightly alter direction while doing the 'I have to pee' dance
    you'll be fine.
    Both Crimmy and Whitey have armour modes. When active, all damage done to 
    them in all hitzones is reduced to 10, including elemental damage. For Crimson,
    this is every time it's in Rage mode and for White, it's from 50% HP to 20% HP.
    This is why bombs are important, as they do a fixed damage that ignores armour
    mode. Bomber lets you do 50% more bomb damage, and Felyne Gunpowder turns all
    your LBB into LBB+. This is very helpful with Alchemy, as it lets you make 
    more LBB. Bombs are crucial for the Downloaded Fatalises as you need to kill
    them in one round, and very important for both unlocked, although you can
    bounce your way through them if you so desire. 
    Bombs can be planted every time it flies, as well as during summons. Igniting
    with SBB adds a little extra damage, but stones or paintballs work just as 
    well. When in armour mode, bombs should be your absolute priority.
    So as with Black, this is a very anti-climactic fight. Demon dance the leg as
    it summons and if you have ESP/purple sharp get in some Tri X1-3 hits 
    otherwise, and manage armour mode with explosives.
                       The Monster Hunter Quest
    I Introduction							MHQ
    This is a guide within a guide for the final Felyne Elder quest, titled
    Monster Hunter. This contains suggestions on gear and tactics, but as always,
    how you complete the quest is up to you. This guide is divided into a number
    of sections intended to be read in order.
    Firstly, knowledge.
    Have a detailed read through the below sections on each creature you'll face, 
    and watch the YouTube videos associated with each creature. Still, there
    is no substitute for experience. Go, fight the creatures yourself. Once you 
    can kill each one without flashes, you're ready to start the quest. 
    Bear in mind this quest is tough, and it's meant to be. This is the final 
    offline urgent quest and is one of the biggest tests of your hunting ability
    you'll face.
    Secondly, equipment.
    You can do this quest a variety of ways. This suggested gear is just one 
    variation of many, but it is my most recommended option. I suggest you use:
    Akantor Sharp Talons
    Diablos Z (Hermit Jewel)
    Diablos Z (Celebrity jewel)
    Rathalos Soul Z (Cutter jewel)
    Diablos Z (Celebrity jewel)
    Rathalos Soul Z (two Earplug jewels)
    This gets you the skills: Reckless Abandon +3, High Grade Earplug, Sharpsword.
    This gear will require you to have killed Ucamulbas, Akantor, G rank Black 
    Diablos and G rank Azure Rathalos. 
    This gets you a set with a massive raw damage duals set @ 65% affinity. That
    means two out of every three hits are going to be positive criticals. Also,
    your shouldn't need to sharpen much due to the length of sharpness and 
    Sharpsword, and you won't be affected by any screams thanks to High grade
    Earplugs. Green sharpness also has a very fast hitlag, so you can actually
    get in more attacks in many cases.
    Another good option is the Last Battleaxes with full Diablos Z, gemmed for 
    Sharpness +1, if you're not up to Ucamulbas.
    Thirdly, items.
    Mega Juices should be obvious, and power juices won't hurt if you're 
    attempting this for the first few times. Ancient potions and max potions are
    important since you'll get hit, as are Mega potions. 
    Whetstones should be a given, and power seeds are very handy for taking 
    between creatures for a three minute power boost. Taking traps and tranq 
    bombs can be handy as sometimes the creatures will be on very low health but 
    jumping around wildly.
    Power/armour charms/talons offer a free boost, so bring them along.
    But apart from this obvious stuff, it's up to you. I really don't recommend 
    you bring flashes, as holding the monsters still while you beat them up 
    really defeats the challenge of the quest. Of course, play it how you like,
    but for a lot of people the fun of MH is in the challenge.
    The Quest Itself
    To be Captain Obvious, it's a marathon/epic quest featuring Rathalos, Tigrex,
    Naruga and Rajang in the Great Arena. Normal marathon rules apply in that 
    you carve mega potions from the dead creatures instead of normal carves. 
    The quest is a high rank quest that features G rank monsters. That means 
    while their health is somewhat diminished because it's a marathon quest, 
    they have G rank stagger limits, defence and attack values. They hit hard and
    Rathalos's insta-charge and Tigrex's charge will almost OHKO you. Consider
    yourself warned.
    II Rathalos: Initiation						LOS
    Rathalos is an irritating DS fight for the most part. It'll be flying around
    much of the time, and charging across the map. If you stay close to it 
    though, it tends to do the fake charge more instead of running back and 
    The basic strategy is to manage stagger limits, and know when to cancel your
    Tri combo into a demon dance.
    When it lands from flying, you can get in a Tri x 3 combo. After two of 
    those, it'll flinch the next time you demon dance (as long as you don't 
    expect the very first hit of the dance to flinch it). Use this to your 
    advantage. You can also demon dance it when it roars or fireballs.
    When it does the fake charge, get in between one and three Tri hits 
    (depending on the length of the opening). If you flinch it, immediately 
    cancel into a demon dance with Tri + O.
    When it's doing the fly back fireball, you can clip the tail with a Tri hit
    if you're behind it. It's not going to do much damage, but every little bit
    Annoyingly, you're going to risk insta charges, unless you play it super 
    safe. Just make sure you maintain your HP above 70% ish HP so you won't get 
    So keep your cool and stick to the strategy, and try and avoid getting 
    frustrated, as you'll start taking risks. Once you get some practice in and 
    a compliant Rathalos, you should have it killed in around five minutes. If 
    it's taking you much longer and you need another juice, use a Power instead
    to save your megas for the harder creatures.
    III Tigrex: Frustration						REX
    After you've killed Los, make sure you sharpen. Wait a minute and ten seconds
    after it's been killed, and take a powerseed and Mega juice.
    Tigrex is a good match up for duals, but it can still be a worthy opponent.
    When it spawns, welcome it with a Demon dance and then see what it does next.
    The basics here work in rage mode too, but bear in mind your openings will 
    be shorter. And while you have HGE, you can't stand too close to Tigrex when
    it roars since there's an area of effect on the scream.
    When it roars, roll once away from the head, and asap get back in and start a
    demon dance.
    When it spins, make sure you're clear and on your right of it (Tigrex's left)
    and then approach from a slight angle and begin a dance or Tri x3 as 
    Always stay on Tigrex's right (your left). When it starts a charge, it raises
    its left arm, making it very easy to roll under. And if you're positioned 
    properly, it'll go right by you and you won't need to roll at all.
    If it's throwing rocks, you should be safe on the left side. You'll be able 
    to get the first part of the regular Tri combo if you're savvy with 
    positioning, too.
    When it's doing the bite attacks, you either run right a little or roll 
    through them. If you're not familiar with using the moment of invulnerability
    then I recommend you go around it. You can hit the tail with a Tri attack 
    when it's gone past you, but it's better to stay 90* from its head, forcing 
    it to so a short turn instead of the double 90* turn.
    Much like Los, you have to manage your stagger limits. A full demon dance 
    won't always stagger Rex, so getting in a Tri x 3 hit when you've previously
    just staggered it is a better idea, and means when you next attack it, it's 
    going to stagger. You have -dragon res on the recommended armour, meaning 
    that the charge (which is Dragon elemented) is going to hurt. Make sure you
    stay on around 70% HP minimum. 
    Keep the pressure on, and STAY CLOSE. If you do, you'll bait it into using 
    short range attacks. If you stay at distance, it'll almost always charge at
    you which eats up time and is very frustrating. Staying right in Tigrex's 
    face is pretty intimidating if you're not used to it, but it's the safest 
    place to be.
    If you need to re-juice or sharpen, farcaster home if you're not confident 
    about your openings.
    IV Naruga: Understanding					NGA
    Once Tigrex has bit the dust, wait just over a minute and then re-buff as you
    did after Rathalos died. 
    Naruga doesn't take a lot of cutting damage, but it's also got the least 
    health of any of the creatures here. It's a unique fight that's quite MOI
    heavy, so I really recommend you get used to fighting it before you attempt
    it here. If you can't roll the tail whip consistently, for example, you're 
    not ready for this fight.
    You're going to want to harass Naruga with a lot of Tri hits, but there's 
    also a lot of chances for a Demon dance since it turns slowly and pauses 
    briefly before attacking. 
    When it's in rage mode and jumps back, it'll usually do a spike throw. The 
    longer it takes to prep that attack, the further it'll throw spikes. But if 
    you're very close and on the right side of its head (so, its left, same as 
    Tigrex). Demon dance the head if it's doing a long or medium throw, and the
    body otherwise.
    When you're close and it keeps doing the tail whips, that's actually a great 
    chance to attack. If you're near the head and close in to the body, the tail
    whips will never actually get you, so you can spam attacks with impunity. 
    Just be careful with your openings, since if you've just started a dance when
    it's decided to tail smash you're in for a world of pain.
    When it jumps into its stance, you can either roll through the oncoming 
    attack or more simply, run towards and around it before it jumps. The latter
    is better only if you're quite close and not attacking when it's in stance,
    When it's enraged and doing the two boomerang jumps and then the big jump
    slam finish, get in close and combo the leg/tail joint, and be ready to hit 
    the face when it turns.
    This will either be a very easy or very frustrating fight depending on your 
    experience with Naruga and evasion. Apart from the tail smash, every single
    attack can be rolled without any Evade+ skills.
    V Rajang: Ascendancy						RAJ
    By this point of the quest, you're probably pretty tired, and you're 
    probably a little stressed out about the time remaining. But take a breath, 
    you're almost there. As with the others, sharpen and pop a seed and one of 
    your last remaining Mega juices. 
    Rajang spawns in a different place to Tigrex and Naruga, so orient yourself
    accordingly. Remember it takes the most cutting damage on the horns, 
    secondly the tail, and then it's basically the same over the body. 
    The major thing you're going to want to do is harry it with Tri hits, since 
    it's got few openings for a dance apart from when it beams/blasts. As it 
    turns to you, you can always get in a Tri hit on the horns. When it's jumped
    back, if you're close enough and it's jumped into a wall, you can actually 
    risk a demon dance, but otherwise Tri x 3 is a safer option. 
    When it's beaming, run in and do Tri x 3 or the first revolution of the O 
    attack, then cancel into a demon dance. If it's just doing the energy ball, 
    stick to a demon dance. 
    When it's in rage, it'll always jump back after a zig-zag hop, and you can
    actually time a demon dance so the last few hits (including the two 20% 
    ones) hit the horn. Just be very careful of your distances and timings, 
    otherwise it'll jump onto you or recover before you do.
    In rage, after it's done a body slam it'll jump back and energy ball. if 
    you're positioned well you can dance or go for the Tri x 3 combo, but be 
    careful not to end up eating the energy blast.
    After you've gotten a tri hit on the head as it turns, it'll usually start
    the punch attack. You can actually get a sneaky Tri hit on its back legs
    while it's punching past you, but don't get so close you get hit by the 
    quake it generates at the end.
    And it should go without saying you always, always run left. It can't hit 
    you with anything there, but it will zig zag hop you on the right.
    Keep up the pressure and try not to risk dumb hits unless you've seriously
    run out of time. Rajang should only take you around ten minutes, so take it 
    easy. If you start getting reckless you'll most likely get torn to shreds.
    So, that's basically the quest. Once you've cleared it, pat yourself on the 
    back because it's no mean feat. Personally I go to the guild hall and have
    a few drinks after a major quest but how you celebrate it up to you. 
    Here's a first draft of the video:
    Please note this was a first cut on that quest, and should only exist to 
    demonstrate basic DS use. If you use the equips suggested at the start you'll
    be doing a lot more damage and finish the quest faster.
    Pkoepkoe on YouTube has an excellent DS video of this quest, using slightly
    different gear. I highly recommend it.
                          Credits, Contact & Copyright Info
    blueyx and DevilTrigger for their great work on the melee armour set threads.
    DS31 and Lord Grahf for their work on the Melee Damage FAQ.
    Boldrin for his weapon guide.
    ffha for his Yama = hot air balloon thread on Old Minegarde.
    GiddyPinata, Knyxc, Jask, VioletKIRA, and FluffyNimbus for their help on 
    This guide may not be reproduced under any circumstances without permission, 
    and without permission it should not be on any site except:
    To my brothers Vash_TS and Knives; you guys have made me the hunter I am 
    today. Mad love to you both.
    All trademarks are © Capcom. All analysis © mazereon, 2010.

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