Insect Glaive is one of the most interesting and fun weapons in Monster Hunter World and we're excited to cover these MHW META Builds. Welcome to our guide on the Mathematically Best Raw Insect Glaive Builds in MHW! Insect Glaive is one of the most interesting and fun weapons in Monster Hunter World and we're excited to cover these MHW META Builds. Oct 23, 2018 About Light Saber Insect Glaive version: Added shinning effect on the weapons. Model and texture are changed. Catastrophe's Light, Vice and Grunge Storm replaced. Change IG efx Change some sound of IG. If you don't like it just delete 'sound' change insect will change the color of light-NO EXTRA DMG! Royal Bloom / Bloom Royale. A glaive made from light and pliable Royal Ludroth parts. Its swings leave a watery trail. / The Royal Bloom's final form. The water it retains lets it create rainbows with each swing.
Monster Hunter World Insect Glaives are a unique weapon for those who want to be agile in combat and have a variety of Kinsect buffs at their disposal.
It is one of many Monster Hunter World weapon types available from the start of the game, and on this page we explain the very fundamentals of how it works, through to the best Insect Glaive build you can have at your disposal.
Elsewhere, our Monster Hunter World tips can help you decide when to farm, what to forage and what to do between hunts, and our Monster Hunter World walkthrough and guide can help with main quest and story progress.
What is the Insect Glaive and how do Kinsects work?
The Insect Glaive is one of the speedier weapons in Monster Hunter World, in comparison to weapon classes like the Charge Blade or Greatsword, you're going to be spending a lot more time in the air than on the ground.
The benefit of using the Insect Glaive is simple - the Glaive itself is actually an insect, which can inflict status buffs on you by harvesting monster extracts.
You can equip Kinsects by simply purchasing one over at the smithy and equipping it alongside the Insect Glaive in your room, at the Smithy or at any camp.
How to use the Insect Glaive in combat
The Insect Glaive possesses amazing evasive and speed capabilities, and to use them to its fullest potential, you're first going to want to get the Attack Extract from your Kinsect, after that you'll be able to maximise your damage output.
A huge advantage to using the Insect Glaive are its aerial maneuvers. You'll want to Vault with R2 and X on PS4 / RT and A on Xbox. You can follow this up with an attack with Circle (or B on Xbox) or a Midair Evade, followed up with an attack.
To string together a chain of air attacks and evades, you're going to need to land the hits and keep an eye on your Stamina bar to keep evading and stay in the air. This will trigger a Vaulting Dance, which will essentially reset your combo.
It's also a very useful way to help you mount a monster.
To use a Kinsect, you want to fire it at the Monster's face by aiming (holding the left trigger) followed by Triangle/Y. This will make the Kinsect glow red.
:: Teamfight Tactics item cheat sheet: item combos, Golden Spatula and how items work in LoL TFT
The red glow denotes the Kinsect possessing an attack buff. To apply this buff to yourself, you're going to want to recall the Kinsect back to you by holding the left trigger followed by the Circle / B button.
Once you've got the Kinsect back to you, you should see a glow underneath your Sharpness Bar.
This rationale can be applied to different parts of a monster which will give you different coloured buffs. You can find our key for this below - with the locations differing from monster to monster - and the order of which will also correspond to the numbers underneath your sharpness bar.
- Red - Attack Buff
- Orange - Defense Buff
- White - Speed Buff
- Green - Health Buff
Additionally, the Kinsect will leave Dust, which you can hit to trigger an effect type.
This can range from abnormal status effects all the way to leaving a healing cloud. This is triggered by hitting the monster with a Kinsect while gathering extracts, or marking targets.
How to manage Kinsects and change elements
Head over to the Smithy, and under 'Kinsect Management' you'll be able to select 'Nurture Kinsect' which will open up a brand-new tree, not too dissimilar to any other weapon's upgrade tree, for you to check out all the different Kinsect types.
Each Kinsect that you can nurture has several different ability strengths and Dust types that you want to look out for. Power, Speed, Heal and Dust Effect respectively.
The Power, Speed and Heal types all denote that particular Kinsect's potency when extracting it from a monster. These max out at Level 15. The different Dust Effect Types to look out for are as follows:
- Heal
- Stun
- Poison
- Paralysis
- Blast
For the best results when faced against monsters, you're going to want to be upgrading multiple Kinsects at once in order to be able to tailor yourself to any scenario.
How to change Kinsect elements
Now that you're able to upgrade and nurture your Kinsect to become more powerful, you can also imbue the Kinsect with Elemental Damage, the range of Elemental types is as follows.
- Fire
- Water
- Ice
- Electric
[Can we transcribe this into a list / table? Is it only these six Ladytarge elements, and how do they respectively upgrade?] Ladytarge is just the particular Kinsect I have equipped, with its own upgrade tree explained through the 'Nurture Kinsect' Section.
Depending on how far you are in the game, you might not be able to unlock some of these damage types just yet, these are locked behind Hunter Ranks and new maps, much like the standard Weapon Upgrade Tree.
Our recommendation for the best Insect Glaive build in Monster Hunter World
While there is no one true Insect Glaive Build, we've honed in on a great Insect Glaive build designed to keep you fast on your feet, while also dishing out devastating damage through exploiting some innate armour skills.
Our best Insect Glaive recommendation
The Insect Glaive you want to shoot for is named Catastrophe's Light, with the highest single raw damaging Insect Glaive in the game, and comes with a high Elderseal stat.
Catastrophe's Light is forged from the Ore Tree, forking off into the Nergigante Tree and is the final upgrade. To forge Catastrophe's Light, you need the following:
- Xeno'Jiva Horn x2
- Nergigante Horn x5
- Nergigante Talon x5
- Nergigante Gem x1
Our best Kinsect recommendation
We're now going to want to pair an ideal Kinsect with it. We'd recommend getting the Pseudocath III, which is derived from the Culldrone III, into the Windchopper I-III, and finally into Pseudocath I-III, which builds up potent Blast Damage from its Dust, as well as having some incredible speed boosts.
It's final form, the Pseudocath III can be forged using the following:
- Elder Dragon Bone x2
- Monster Hardbone x3
- Firecell Stone x1
Now, we're going to want to forge some armour to go with it. Remember how we mentioned that we wanted to exploit some armour skills? Well. We're going to want to farm a lot of High-Rank Odogaron.
Iceborne has arrived! Here's how to start Monster Hunter World Iceborne and beat the first monster, Beotodus. Once you get settled into the world, learn about Layered Armour in Monster Hunter World and the various side-quests available - including Surveyor Set missions, Boaboa quests and finding Pearlspring Macaque locations. And, when you're ready to take it on, Shara Ishvalda. If you're crafting, then learning where to find rare materials such as Purecrystal and Monster Slogbone is useful. Been away from Monster Hunter for a while and need a refresher? Our pages on weapon changes and types, how to join friends and Squads in multiplayer plus how to capture monsters and mount monsters can help.
Our best Insect Glaive armour recommendation
You'll want to kick off by crafting Odogaron Mail Beta, with Vambraces, Coil and Greaves all in Alpha. The idea is that the Beta mail has a free gem slot, which (if you're lucky) will boost your attack even further.
The rationale behind this is to activate a skill named Critical Eye, which increases your weapon Affinity, which is essentially going to increase the chances of you dishing out at attack which goes beyond your weapon's standard attack range.
With the Odogaron set all equipped, we will move onto the piece de resistance of this armour set, the Dragonking Eyepatch Alpha. This Eyepatch will also activate a Level 2 skill, named Weakness Exploit. This gives you an extra 30% affinity when attacking a monster's weak spot.
Combined with the +15% Affinity gained from Critical Eye, as well as an additional 30% from Weakness Exploit, we can actually drive this build even further, should the RNG Gods Smile upon you with rare Decorations.
There are two free LV1 Decoration Slots in this build, one from the Odogaron Mail Alpha, and another from the Dragonking Eyepatch.
If we decorate the Odogaron Mail with an additional Critical Eye skill, as well as insert a Weakness Exploit gem into the Dragonking Eyepatch, then Critical Eye LV5 nets you 20% Affinity Boost, along with Weakness Exploit going up to LV3, which gives us a 50% Affinity boost on weak points.
However, there's still one more slot we can use. Remember all those Odogarons you've farmed? Well, with the spare parts from the creation of the armour, you'll be able to create an additional Critical Eye Charm from the Smithy.
Upgrade this to LV2 and you'll have Critical Eye LV7. Paired with a maxed out LV3 Weakness Exploit, you're looking at a base Affinity boost of 30% at all times, with an additional 50% on monster weak points.
Paired with Catastrophe's Light, which dishes out 651 base damage, you're looking at around 1171 damage when hitting monster weak points. With the additional speed and power of the Kinsect. Well. Let's just say that the Elder Dragons should probably be running away from you.
- Damage Type
- Sharpness
- Elemental Value
Damage Type
When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute).
Some weapons have an abnormal status attribute instead of an Elemental attribute. These weapons will Physical damage and apply Status damage. Open dmg file.
Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. There are also other sources of damage such as Fixed damage and Status damage. All damage types are dealt independent of each other.
Severing
Severing (sometimes known as Cutting) damage is the primary damage type for the following weapons:
The following attacks also deal Severing damage:
- Hunting Horn's Handle Poke
- Bow's Melee Attack deals Severing damage
- Some Kinsects deal Severing damage
- Slicing shot from Bowguns
Tails can only be cut by Severing damage. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it.
Blunt
Blunt damage is the primary damage type for the following weapons:
The following attacks also deal Blunt damage:
- Sword & Shield's shield-oriented attacks
- Sword/Shield Combo
- Shield Attack
- Shield Bash
- Hard Bash
- Falling Bash
- Lance's Shield Attack
- Kinsects with Blunt attribute
Blunt weapons deal Exhaust status when they hit a monster. If they hit a monster's head, they deal Stun damage.
Projectile
Projectile damage is the primary damage type for the following weapons:
Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage.
Elemental
Elemental Attributes:
- Fire
- Water
- Thunder
- Ice
- Dragon
Blademaster weapons can have an Elemental attribute, a Status attribute, or neither. Some Dual Blades have two Elemental/Status attributes, one for each blade.
The Bow may have an Elemental attribute. The Bowguns do not have natural Elemental attributes, but they can load Elemental shots that effectively functions as dealing Elemental damage when it hits a monster.
Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage.
If a monster has no weakness to a specific element on their Hitzone, then no Elemental damage is dealt. The Physical damage done by the weapon is not affected, as Elemental and Physical damage are calculated separately.
Status Attacks
Abnormal Status attributes:
- Poison
- Paralysis
- Sleep
- Blast
Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Equipping Status Coatings will disable the Bow's Elemental attribute temporarily. The Bowguns do not have natural Abnormal Status attributes, but can load Status shots that apply Abnormal Status damage.
For Blademaster weapons, each time an attack lands, the attack has a 1-in-3 chance of applyingAbnormal Status damage. For Gunner weapons, a successful hit will always apply Abnormal Status damage.
Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison.
After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.
For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.
Icon | Status | Effect(s) |
---|---|---|
Poison | Slowly drain the monster's health | |
Paralysis | Temporarily immobilizes the monster and makes it take a bit more damage | |
Sleep | Put the monster to sleep | |
Stun | Stun/KO the monster, which topples and immobilizes it | |
Exhausted | Drain the monster's stamina, making it tired | |
Blast | Triggers an explosion on a specific monster part, which deals damage |
Factors for Damage Calculation
The following factors influence damage calculations:
BM = Blademaster
Factor | BM (Physical) | BM (Elemental) | Bowgun (Physical) | Bowgun (Elemental) |
---|---|---|---|---|
Attack Value | O | O | O | O |
Motion Value | O | O | ||
Sharpness | O | O | ||
Weapon Adjustment | O | O | O | O |
Sharpness Adjustment | O | |||
Critical Hit | O | O | ||
Monster Hitzone | O | O | O | O |
Elemental Value | O | O | ||
Projectile Adjustment | O | |||
Critical Distance | O | |||
Rapid Fire Adjustment | O | O |
Attack Value
The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.
Motion Values
All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. For example, a weaker move with 40 MV uses applies 40% of the Attack Value in calculating damage, while a stronger move with 80 MV applies 80% of the Attack Value in calculating damage.
In general, slow weapons make up for their slower attacks with larger MVs, and fast weapons make up for their faster attacks with smaller MVs.
Sharpness
Sharpness describes how sharp a weapon is. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts.
Weapon Sharpness is split into discrete colors (see below). Different colors provide different multipliers to the damage dealt by the player.
Sharpness | Icon | Physical | Elemental |
---|---|---|---|
Red | x0.50 | x0.25 | |
Orange | x0.75 | x0.50 | |
Yellow | x1.00 | x0.75 | |
Green | x1.05 | x1.00 | |
Blue | x1.20 | x1.0625 | |
White | x1.32 | x1.125 |
In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. For example, at Orange Sharpness, the Gunlance's shells will deal less damage, the Switch Axe may bounce while in Sword mode, and the Dual Blades will not complete its full Blade Dance animation. At Red Sharpness, the Gunlance cannot shell.
Sharpness Gauge and Consumption
Each weapon can only make a specific amount of hits in a specific sharpness color before it dulls and and the sharpness color is lowered. Sharpness is consumed when a player lands an attack, but some shield attacks from the SnS and Lance do not deplete Sharpness.
Although most attacks deplete Sharpness by one per hit, some weapons have attacks that deplete Sharpness faster:
Attack | Sharpness Cost |
---|---|
Normal Attacks Landing | 1 |
Normal Attacks Bounced | 2 |
Guarding with GS or CB*, small knockback | 1** |
Guarding with GS or CB*, medium knockback | 2** |
Guarding with GS or CB*, large knockback | 10** |
Gunlance Shell, Normal | 2 |
Gunlance Shell, Long | 2 |
Gunlance Shell, Spread | 3 |
Gunlance's Wyvern Fire | 10 |
Gunlance's Burst Fire | Shell Count x Shell Cost |
*Charge Blade with Elemental Boost doesn't lose Sharpness when guarding.** Doesn't lose sharpness when blocking roars, wind pressure, or tremors.
Sharpness can be restored by sharpening the weapon with a Whetstone.
Weapon Adjustment
Certain attacks have inherent damage bonuses:
Weapon | Attack Name | Physical Bonus | Elemental Bonus |
---|---|---|---|
SnS | Charged Slash | +XXL | |
Dual Blades | Demon Mode | +M | |
Dual Blades | When both blade strike at the same time | -L | |
Great Sword | Charged Slash Lv1 | +S | |
Great Sword | Charged Slash Lv2 | +M | |
Great Sword | Charged Slash Lv3 | +XL | |
Great Sword | Strong Charged Slash Lv1 | +XXL | |
Great Sword | Strong Charged Slash Lv2 | +XXL | |
Great Sword | Strong Charged Slash Lv3 | +XXL | |
Long Sword | White Spirit Gauge | +XS | |
Long Sword | Yellow Spirit Gauge | +S | |
Long Sword | Red Spirit Gauge | +M | |
Lance | Dash Attack | -XXL | |
Gunlance | Charged Shot (Normal/Long) | +M | |
Gunlance | Charged Shot (Spread) | +XL | |
Gunlance | Burst Fire (Normal) | +S | |
Gunlance | Burst Fire (Spread) | -S | |
Gunlance | Wyvern Fire (Long) | +M | |
Switch Axe | Power Phial | +M | |
Switch Axe | Elemental Phial | +L | |
Charge Blade | Elemental Phial | +XXL | |
Charge Blade | Elemental Boost (Axe Mode) | +M | |
Insect Glaive | Red+White | +M | |
Insect Glaive | Red+White+Orange | +M | |
Bow | Power Phial | +XL | |
Bow | Elemental Phial | +XL | |
Bow | Melee Attack | -XXL | |
Bow | Charge Lv 1 | -XXL | -L |
Bow | Charge Lv 2 | - M | |
Bow | Charge Lv 3 | +XL | |
Bow | Charge Lv 4 | +XXL | +M |
Bow | Arc Shot | -L | -L |
Bowgun | Normal | +L |
Sharpness Adjustment
Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.
Weapon | Condition | Sharpness Adjustment |
---|---|---|
Blademaster weapon | Yellow Sharpness. At the start of weapon swing | -XL |
Blademaster weapon | Yellow Sharpness. At the end of weapon swing | -L |
All Melee Attack | Have the buff from Demon shot | +S |
Sword & Shield | All Attack | +XS |
Great Sword | All Charged Attack, Lv 1 | +S |
Great Sword | All Charged Attack, Lv 2 | +M |
Great Sword | All Charged Attack, Lv 3 | +L |
Great Sword | Hit with the middle of the blade | +XS |
Long Sword | Max Spirit Gauge | +S |
Long Sword | Hit with the middle of the blade | +XS |
Lance* | Damage based on Blunt Hitzone | -L |
Bow | Melee Attack with Close Range Coating | + L |
* Lance/Hitzone Selection
Critical Hits and Feeble Hits
When an attack makes a Critical Hit, additional damage is dealt. When an attack makes a Feeble Hit, damage is reduced.
Critical Hits occur when a weapon has a positive Affinity value. Positive Affinity refers to the probability of making a Critical Hit on an attack. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Higher Affinity values will increase the likelihood of dealing a Critical Hit. A successful Critical Hit applies a +25% bonus to the weapon's Attack Value when calculating damage.
Feeble Hits occur when a weapon has a negative Affinity value. Negative Affinity refers to the probability of making a Feeble Hit on an attack. For example, a weapon with -20% affinity has a 20% chance of dealing a Feeble Hit. Lower negative Affinity Values increase the likelihood of dealing Feeble Hits. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage.
The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit:
Affinity | Probability | Damage Multiplier |
---|---|---|
60% | 60% | x1.25 |
20% | 20% | x1.25 |
0% | 0% | x1.0 |
-20% | 20% | x0.75 |
-60% | 60% | x0.75 |
Some skills influence Affinity values:
Skill/Food Skill | Effects |
---|---|
Critical Eye 1 | +1% |
Monster Hitzone
Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. The Physical weakness of a Hitzone does not affect it's Elemental weakness, and vice versa. If a Hitzone is not weak to a specific Element (i.e. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted.
The higher the Hitzone value, the weaker it is. For example, if a monster's head has Hitzone values of 20/50/40 (corresponding to the Severing, Blunt, and Projectile damage types respectively), then Severing-type attacks deal 20% of its damage, Blunt-type attacks deal 50% of its damage, and Projectile-type attacks deal 40% of its damage.
A Hitzone is generally considered vulnerable when its Physical Hitzone value is 45 or higher or when its Elemental Hitzone value is 20 or higher.
Elemental Value
When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. Player-dealt Elemental damage does not inflict Elemental Blights on monsters.
Unlike Physical damage, Elemental damage is not affected by Motion Values. However, some weapons may confer a bonus to its Elemental damage on specific attack moves. In general, faster hitting weapons are better suited at dealing Elemental damage because they make multiple hits in the same time it takes a slower hitting weapon to make one hit.
Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.
Elemental Crit Skill Adjustment
Weapon | Elemental Adjustment |
---|---|
Great Sword | +M |
Long Sword | +L |
Sword & Shield | +XL |
Dual Blades | +XL |
Hammer | +L |
Hunting Horn | +L |
Lance | +L |
Gunlance | +L |
Switch Axe | +L |
Charge Blade | +L |
Insect Glaive | +L |
Light Bowgun | +XL |
Heavy Bowgun | +XL |
Bow | +XL |
Projectile Adjustment
Skill/Food Skill | Affected Projectiles | Adjustment |
---|---|---|
Normal Up | Normal, Rapid | +S |
Pierce Up | Pierce | +S |
Spread Up | Spread Ammo | +M |
Spread Up | Spread Arrow | +L |
Critical Distance
For Gunner Weapons, Critical Distance (or Critical Range) refers to the distance at which a fired shot deals maximal damage. If the player is in Critical Distance, the aiming reticle will look like this:
Generally, being too close or too far away from the target will put the player outside of Critical Distance. Being too close or too far (i.e. outside of Critical Distance) will reduce the damage done by player Projectiles.
Critical Distance does not affect Affinity or Critical Hits.
Rapid Fire Adjustment
The Light Bowgun is capable of Rapid Fire, where the LBG shoots multiple shots in a single burst at the cost of 1 ammo. Each individual shot fired from Rapid Fire is weaker than a single shot of the same ammo type, but if most Rapid Fire shots land, their combined damage will exceed the damage done by firing just a single shot.
Insect Glaive Monster Hunter World
Rapid Fire Type | Adjustment |
---|---|
Lv 1 Normal x5 | -M |
Lv 2 Normal x3 | -M |
Lv 2 Normal x4 | -L |
Lv 1 Pierce x3 | -L |
Lv 2 Pierce x3 | -L |
Lv 1 Pellet x3 | -M |
Lv 2 Pellet x2 | -M |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Sticky x2 | -L |
Lv 2 Sticky x3 | -L |
Lv 1 Crag x2 | -L |
Lv 1 Fire x3 | -L |
Lv 1 Fire x4 | -XL |
Lv 1 Water x3 | -L |
Lv 1 Thunder x3 | -L |
Lv 1 Ice x3 | -L |
Lv 1 Dragon x2 | -XL |
Lv 1 Slicing x2 | -S |
Lv 2 Slicing x2 | -S |
Fixed Damage
Fixed damage is dealt directly to the monster and does not have a damage calculation. This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value.
Insect Glaive Highest Damage Combo
Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. This additional Fire damage will be impacted by damage calculations.
Best Insect Glaive
Category | Damage Source | Damage Dealt |
---|---|---|
Slinger | Stone | 1 |
Slinger | Knife | 20 |
Slinger | Paralysis Knife | 5 |
Slinger | Poison Knife | 5 |
Slinger | Sleeping Knife | 5 |
Item | Small Barrel Bomb | 20 |
Item | Barrel Bomb | 80 |
Item | Barrel Bomb G | 150 |
Gunlance | Shelling | |
various other items | tbd | |
Charge Blade | Phial Burst - Counter | 3 |
Charge Blade | Phial Burst - ED | 5 |
Charge Blade | Phial Burst - AED | 10 |
Charge Blade | Phial Burst - SAED | 25 |
Bowgun | tbd |