Monster Hunter Wilds

Monster Hunter Wilds

31 ratings
How to be a good Teammate
By eepy
What to do, and what not to do when you play with others
2
3
2
   
Award
Favorite
Favorited
Unfavorite
This should be obvious:
DBAA: Don't be an A**hole
Simple really. Don't go trolling, don't just stand around, don't intentionally hinder other players.

Be friendly
Send some stickers, react to other players. Have fun.

Tripping
You might have seen other players being affected by your attacks or getting kicked around yourself, this is called tripping and really annoying, to prevent it you should equip a Shock Absorber (Shockproof) or Flinch Free (Brace) decoration. Shock Absorber keeps you from hitting others or getting hit while Flinch Free only protects you but can stop some reactions to very weak monster attacks (really. look it up, it's not worth much)

Mounting
When someone has mounted the monster everyone else does severely reduced damage. So use that time to sharpen, re-apply buffs, heal or prepare a strong attack to release once it's down.

Crafting
You can craft more heals, traps or pods simply by having the ingredients on hand. I always carry 5 Mandragora and Catalyst to make more Max Potions.

Environmental Traps
There are traps everywhere in the world that can significantly speed up hunts. Sometimes it's even possible to stun a fleeing monster. Hint: Lagiacrus

Sleep
Don't hit a sleeping monster! The first hit on a sleeping monster deals double damage, the so called "wake-up". And when the monster is sleeping you can place bombs to stack up some damage or heal/sharpen while others prepare bombs. Good options to deal the wake-up are True Charge Slash with the Great Sword or a charged attack with the Hammer. Any charged attack that deals it's damage in a single instant.

You can tell a monster is falling asleep by listening to the music, it will fade out and the monster will lie down.

Actually help with the Hunt
When you join any quest the goal is to hunt a specific monster. So doing anything else is just wasting everyone's time. If you want to sightsee play alone :D

This includes focusing on a single monster in a quest with multiple targets. Simply open the map, look where the other players are and help. Monsters in multiplayer are more aggressive and have more health, you should never fight alone.

Don't exclusively heal
You might think "wow healing is so good, I'll just sit back and heal my team"
That's not a good idea.
  • you do no damage
  • you don't distract the monster
  • you make teammates rely on your heals - if you can't heal they might die
It's just not a fun or effecfive strategy, you are more helpful in the fight.
Items to bring:
Luring Pods
These things are awesome, any time the monster is leaving the area just shoot it with this and you get another minute in the ring.

Heals
Lifepowder or Dust of Life. Occasionally healing everyone makes the hunt much safer overall.

Demon Powder
Everyone does more damage yay!

Flash Pods
You know how busted these things are when playing alone right? Now picture 4 hunters wailing on a downed monster, yeah. And as a bonus you can use them to save other players that have been grabbed.

Traps
Again: stunning the monster while 4 players are hitting it is awesome! Capturing is good to get hunts over faster, especially when you already used 2/3 faints.

Bombs
The primary use of bombs are to be used when you wake a sleeping monster, if everyone places them that deals a lot of damage. You can also pick them up and roll them, fun.
Wounds - Who gets them?
To clarify: I am talking about using a Focus Strike on a wound. Hitting wounds normally is fine!
Some weapons get more out of wounds than others.
Here are the weapons that basically just destroy the wound:
  • Sword & Shield
  • Dual Blades
  • Lance
  • Gunlance
  • Light Bowgun
  • Heavy Bowgun
  • Bow
If your weapon is on this list, kindly leave wounds for others.

These Weapons get some small benefit:
  • Great Sword
  • Hammer
  • Hunting Horn
  • Switch Axe
Great Sword gets a fast way to TCS, Hammer can charge while attacking, Hunting Horn can stack some Notes and Switch Axe can trigger a fast FRS or activate Power Axe.

These Weapons get a massive advantage, which is often part of their gameplan:
  • Long Sword
  • Charge Blade
  • Insect Glaive
Long Sword gets a Spirit level per wound and can combo into spirit roundhouse, Charge Blade can activate Savage Axe mode and Insect Glaive gets Triple Buff instantly.

Please let them take wounds, it really makes a difference.

Exception 1: Monster is fleeing
When the monster is fleeing popping a wound can get them to stagger and stay longer, especially blue (tempered) wounds do this. So when you have the opportunity go for it!

Exception 2: Weakpoints
After the monster used a particularly strong attack you can attack a part of its body (usually the head) as if it were a wound, but only for a moment. A good example of this is Rey Dau after he uses his Laser/Zap attack he opens his head and horns which is then a weakpoint.

Since these are so fleeting everyone can use them.
Multiplayer Weapons
These weapons are particularly suited to MP hunts. In general lighter weapons that sheath faster are better.
Sword & Shield
SnS can famously use items while the weapon is unsheathed, allowing users to heal teammates or use traps really fast.
Hammer
Hammer can stun the monster better than any other weapon creating openings for everyone to do damage.
Hunting Horn
The buffing weapon, do i need to explain this?
Light Bow Gun
A fast sheath speed combined with being ranged means players can buff or heal safely. And there are ammo types exclusively for teamwork.

Status Effects: Paralysis & Sleep
Consider these effects as they are much stronger in a group.
Recommended Armor Skills
These skills can be helpful in multiplayer.
They are only suggestions, use your own judgement on what you think is needed.

Shock Absorber
I've touched on this in the first section, this skill stops tripping completely.

Divine Blessing
A good teammate is one that doesn't faint. This is the best defensive skill. Heroics, Speed Eating, Evade Extender and Evade Window are also good. Use "Resistance" skills (stun, poison etc.) when applicable.

Wide Range
Wide Range is an Armor Skill that "Allows the effects of certain items to also affect nearby allies", in caveman speak: YOU HEAL - WE HEAL. Combine with Free Meal and go to slurp town on those mega potions.

Comment your favorite skills
These are the main multiplayer skills. Almost every skill is good situationally, check out the comments for what other players like.
12 Comments
Jetshot 21 hours ago 
Everyone is braindead when playing in SOS, if a monster is about to sleep, nobody knows that, they just continue hitting them lol.
Prim 3 Aug @ 1:48pm 
Something that I think should be added as well is that if you're not the host, don't capture the monster. There is no longer any bonus materials at the end of hunts when you capture. There are even skills that let you carve even more parts from a monster.

The only reason to capture is if there are 2/3 carts, your running out of time, if it is specifically a capture quest, or if the host wants to capture.

Personally I've started limiting the amount of player slots to 2 because when a full squad of randoms join, someone almost always captures it even when I specifically ask people not to.

Also, it might be good to add that SnS can open up new wounds if you focus strike the lighter worn parts that indicate a wound is about to form.
eepy  [author] 31 Jul @ 3:10pm 
thanks for that thought-out comment. Wound priority is subjective, that much is clear. I don't think DB's focus strike is that good, I'd use it as a evade tool mostly. repositions you + be immune while spinning. Even on large monsters it doesn't deal that much damage. Jin Dahaad for example yes you get a lot of hits but they are so fricking small. For dealing damage there are better options on db. For charge blade while you can get savage axe differently that is only on a counter and in mp the monster can be unpredictable so a reliable source for savage axe is good. again subjective.

regarding the items/skills: I want this guide to be absolutely multiplayer focused. Only things that particularly impact multiplayer. Imo almost every skill has uses, players need to experiment themselves.
TatoPotato 31 Jul @ 2:12pm 
This guide is very well thought out and informative.
--some points I might add--
I would have to say dual blades wound break for larger monster just for the massive amount of hits it can deal(so its a situational one), and charge blade can get their savage axe mode with a perfect guard and counter attack, so possibly a small benefit.
The major items to bring you should add the constant Att and Def buff items Powercharm and Armorcharm (they gotta be in the inventory to work).
Skills easily overlooked, 1 Adapt jewel negates heat/cold environment, Drain jewel helps cause monsters to get into an exhausted state must faster(best in groups), and Shield jewel always you to guard against normally unblockable attacks.
It's okay to die, everyone does in this game. it's just a fact of life at times, we learn and get better but most of all its..... HAPPY HUNTING!!
YeetYourFeet420 28 Jul @ 4:50pm 
The fact that a lot of people don't know about demon powder still is insane to me. Good Guide.
skyhighpie101 23 Jul @ 1:33pm 
THANK YOUUU FOR MENTIONING SLEEP BOMBING!!!! I feel like when I play with randoms they almost always never do sleep bombing or even charge up/let someone else charge up a strong attack!!
invader 21 Jul @ 7:56am 
Bringing Shock Absorber on ranged weapons is absolutely worth it. Especially in the case of bow, your arc shots can trip teammates non-stop.

Also, Dual Blades don't just do a "normal attack", that attack gives them their entire demon gauge back! It's still better to do a Y combo if you're trying to be as optimal and altruistic as possible.
Lurakin 18 Jul @ 9:10am 
That being said, if you time it right HH can get in on a wound while another weapon is getting it assuming said weapon doesnt immediately remove the wound. SnS, IG and Longsword for example have an initial hit which CAN be enough of a window for a HH to get in on the wound before they pop it
Lurakin 18 Jul @ 9:07am 
I would argue that HH get's more than a small bonus. Yes you can store 5 notes which is either one full buff melody, one special melody such as the big heal, shockwave or offset, or 1-2 echo melodies which are either specific damage or status, but you also do damage with each note input, and if timed correctly also finishes with a damage burst AND places an echo bubble which benefits the whole team.
Momonk 18 Jul @ 8:12am 
Noted! Thanks for the guide