Lance Guide
Lance does not give ground. Read when the monster will interrupt your thrusts, then hop, move behind the shield, or counter so each correct defense becomes more time attacking the same part. The shield lets you hold that position instead of sheathing or running from every threat.
Iceborne, final balance. Detailed weapon controls are in the in-game Hunter's Notes; the official manual covers the general controls. Combat Mechanics explains why the same swing hits for different numbers. Every move is in Motion Values.
If this weapon is new to you, try it in the Training Area first. Use the in-game Hunter's Notes to practice its basic attacks; this guide explains how to connect them into a hunt.
Guard and counters
Your basic loop is Thrust → Thrust → Thrust → hop or Guard Dash → Thrust. The hop or guarded movement cancels the third thrust's recovery so that you can begin the next sequence sooner. When an incoming attack is about to land, stop the loop and guard or counter; resume thrusting after the threat passes.
Guard Dash keeps the shield raised while you move. It moves forward when used from idle, but after a thrust it can also move backward, left, or right. Use those directions to sidestep or back away without lowering the shield. Follow with Leaping Thrust to close the distance and resume attacking the same part. Use Dash Attack for a long approach, not as part of the standing loop.
Most Lance thrusts apply their full physical motion value but only 0.7x element. Some moves use a different elemental modifier, so use the Motion Values page when comparing a particular sequence. Frequent hits alone therefore do not establish that an elemental build will beat a physical one.
Your blocking direction follows the shield's facing, not the camera's facing.
Counter-thrust and Power Guard
When Counter-thrust blocks an attack without heavy knockback, it answers with a thrust. Raise the guard just before the hit to activate , which makes your following attacks stronger. Holding the shield in advance does not count as a timed guard.
Choose enough levels of for the target monster so that knockback does not cancel Counter-thrust's automatic answer.
Enter Power Guard from Counter-thrust or from the knockback after a normal block. It reduces guard knockback, and its counter can be aimed in any direction, but it drains stamina continuously. Use it to recover from a mistimed counter, turn toward the next target, or stabilize after a blocked hit; release it once you have the answer you need.
lets the shield block certain attacks that are normally unblockable. It does not prevent damage from passing through the shield.
Counter Claw
When Counter Claw catches a physical hit, it lets you clutch onto the monster and follow with a weapon attack without first lowering the shield. Both hits of that weapon attack together apply enough buildup to wound the part. Choose a single, predictable hit for the counter; catching the first hit of a sequence can leave you exposed to the rest while attached.
Prefer Counter Claw against single slam or bite timings you already recognize. Do not spend it on a roar or a multi-hit rush that keeps hitting after you attach.
Fight loop
Repeat Thrust → Thrust → Thrust → hop or Guard Dash → Thrust. When the monster swings, use Counter-thrust to block and answer with another thrust while staying on the same part. Use Power Guard when normal guard knockback or a poor counter angle would stop that answer.
At the start of the hunt, load suitable slinger ammo and use Flinch Shot while the monster is not enraged to send it into a wall. Wound the part you intend to attack; if a predictable single hit is already coming, Counter Claw can begin that clutch. Against Great Jagras, the head and inflated belly take the most thrust damage.
During a knockdown, keep thrusting, or use Dash Attack when you have enough distance for its repeated hits. The weapon has no single large attack that defines this opening, so the value comes from continuing your normal pressure without interruption.
When an attack threatens the loop, stop thrusting and raise the shield. Use Counter-thrust when you can predict the incoming hit and its knockback will still allow the automatic answer.
Skills
When blocked hits still take too much health, improve the set's defense before adding more . Getting Started explains meals, the progression, and Armor Sphere. Combat Mechanics explains Defense, the effect of reaching 20 resistance, and . That skill reaches its full effect when you hit a wounded part whose applicable physical hitzone is 45 or higher.
Priorities
These choices support the main loop by preserving counter opportunities and raising physical damage. Their order still depends on the weapon, the target part, and which attacks you intend to guard.
| Offensive | Why |
|---|---|
| Lv 3 | A guard timed just before the hit raises the power of your following attacks. Holding the shield in advance does not activate it. |
| Choose enough levels for the target monster so that knockback does not interrupt Counter-thrust. | |
| Lv 1 | 1.05x on a Lance with no active element. Skip it on an elemental Lance. |
| Lv 3 | Extra affinity when the physical hitzone is 45 or higher, with a further increase after that part is wounded. |
| and Lv 3 | Raise affinity toward 100%; raises the damage of the critical hits that affinity produces. Affinity past 100% does nothing. |
| Extra attack and affinity while the monster is enraged. Clutch Claw turns and Flinch Shot help bring that state forward. Lv 7 needs . | |
| Keep white or purple sharpness | A lower sharpness color deals less damage. Choose one of the sharpness options in Keep a color below. |
| Defensive | Why |
|---|---|
| Lv 3 | Raises the health cap to 200 with the meal. Guarding can still let some damage through the shield. |
| Armor Sphere | Raises Defense at the smithy. Spend them on armor you expect to keep when hits start to hurt. |
| 20 resistance against the target element | Reaching 20 resistance prevents the corresponding blight. Use , , , , , or as needed. |
| A chance to reduce damage, including damage that passes through the shield. Lv 5 needs . | |
| Lv 3 | Prevents a missed guard from becoming a stun and a second uncontested hit. |
| Some damage still passes through the shield. A Health Regen augment heals while you poke — you are slow to sheathe. |
In a group, add Lv 1 when teammate attacks interrupt your thrusts and prevent you from reaching guard in time. It has no such purpose when playing solo.
Often added, not required:
| Skill | Why |
|---|---|
| Lets the shield block certain attacks that are normally unblockable. Those blocks can still let damage through the shield. | |
| Lv 4+ | Adds attack; Lv 4 also adds 5% affinity. Compare it with the affinity and sharpness your set still needs. |
| Lv 1 | Slinger ammo drops from the clutch weapon attack. Lance already wounds in one clutch attack. |
| Extra physical at full health. Damage taken while guarding turns it off. | |
| Extra attack while recoverable (red) health is on the bar. Pair with or . | |
| Raises Attack, element, and status buildup after you recover from a blight or abnormal status. | |
| Conditional affinity and stamina reduction after enough time or damage taken. Less controllable than . | |
| Extra rounds do not increase Flinch Shot damage or wall-collision damage. | |
| Breaks tails and horns faster. It does not raise damage to health. | |
| Extra attack and defense after a faint, up to two times. Do not plan to faint. |
Keep a color
Choose one way to maintain sharpness. Constant thrusting consumes sharpness quickly.
| Skill | What it does |
|---|---|
| Adds sharpness when the gauge is not already full. | |
| No sharpness loss on criticals. | |
| No sharpness loss for a fixed time after you sharpen. | |
| Fewer sharpness ticks on average. | |
| The stronger set-bonus version. | |
| Removes cycles from the sharpening animation, shortening the opening you need. |
Consistency
Use these skills when their effect prevents a specific interruption in the hunt. Trade them for damage only when that interruption no longer costs you more attacking time than the replacement gains.
| Skill | Why |
|---|---|
| Makes consumables faster to use after the weapon's slow sheathing animation. | |
| The red (recoverable) part of the health bar returns faster. | |
| More Defense on top of Armor Sphere. | |
| Lv 3 prevents elemental blights; lower levels shorten their duration. Use it when matching resistance cannot reach 20. | |
| Survives one otherwise fatal hit when health is above its activation threshold. The next hit can still faint you. | |
| Shortens the time before mantles can be used again. Choose it only when a mantle materially changes how you handle the target. | |
| You keep thrusting through a roar. Expensive; the shield already covers many. | |
| Hops reach farther — and can hop off the part. | |
| Longer invulnerability on hops, not on the guard. | |
| Reduces the fixed stamina cost of hops and similar actions. It does not reduce Power Guard's continuous drain. | |
| Reduces the continuous stamina drain from Power Guard and clutching. | |
| Gives consumed items a chance not to be used up. |
Styles
Do not choose element from hit frequency alone. Compare the actual weapons on the target part: most thrusts use a 0.7x elemental modifier, while raw and elemental hitzones determine how much of each component survives.
| Style | Skills |
|---|---|
| Element | Use the attack skill that matches the weapon's element, such as , plus or . Frequent hits alone do not make this weapon behave like Dual Blades. Alatreon requires elemental damage. |
This hunt
These skills do not belong on every set. Against the right monster, their specific protection or utility is more valuable than another general attack skill.
| Skill | When |
|---|---|
| Use it when a normally unblockable attack is part of the target's pattern and blocking it preserves your position. It does not reduce the damage that passes through a successful block. | |
| Use it when tremor recovery repeatedly interrupts your loop near the target part. | |
| Use it when wind pressure would lift you away from the target part. is not enough against some elder dragons. | |
| Greatly improves evasion invulnerability and reduces stamina depletion while a blight or status is active. It does not add Attack. | |
| Lv 3 prevents Defense Down; lower levels shorten its duration. Use it only when the target can inflict the ailment. | |
| or | While a mantle is active, these set bonuses grant levels of , , , and . Only the True version reaches the highest listed levels. |
| Makes a Dung Pod more likely to send a monster away. | |
| Increases Flash Pod range, making it easier to ground a susceptible flying monster for an opening. | |
| Raises the damage of explosive items. It suits a planned sleep-bomb opening, where the lance lacks a single large wake-up strike of its own. | |
| Stronger elderseal on a dragon-element Lance. | |
| Increases the attention drawn by your attacks. In a group, steadier attention can create more predictable counter opportunities, but it also directs those attacks toward your position. | |
| Stops the Rotten Vale's environmental effluvia from draining your health while you stay on the target part. | |
| At 40% health or lower, stamina depletion falls. Use it only if you intend to remain close to the monster at that health level. | |
| Increases health restored by environmental interactables, which can avoid the lance's slow sheathing animation when one is nearby. |
Skills that look better than they are
- Holding guard is not .
- stops a bounce. It does not make a hard part a good poke.
- does not make Lance wound faster. It already wounds in one.
- does not increase a grounded poke.
- Do not add elemental attack decorations before comparing the thrust's
0.7xelement modifier with the target part's elemental hitzone. - requires a full stamina bar, but Power Guard and hops spend stamina regularly.
- only activates after a slide, outside the standing thrust-and-guard loop.
- only improves mounting; it does not strengthen grounded thrusts or counters.
Settings
Set Automatic Sheathe to Manual so the weapon stays drawn until you choose to sheathe and retains immediate access to guard. Guard follows the direction the shield faces, not the direction the camera faces. The weapon is inherently slow to sheathe; no setting removes that limitation.