Magnet Spike [MS]

  1. Bases
  2. Unlocking the weapon
  3. Base guide
    1. Blade mode
    2. Morphing
    3. Mace mode
    4. Magnetic gauge
    5. Magnetic attraction and repulsion
    6. Magnetic dodges
    7. Magnetic pin
    8. Magnetizing the weapon
  4. Daily bonus

Magnet Spike can only be summed up in one word: broken. It released just one year before the end of the game and clearly wasn’t thought to be balanced around the already available content. Unlike other weapons, MS only has Extreme Style, which will make the explanations easier (and thanks god with everything we have to go through).

Bases

MS is a polyvalent weapon. On the offensive side, it can alternate between the slicing blade mode and the blunt mace mode. The mode nuances go beyond their damage type as blade mode has medium power moves and a good strike speed while the mace is slower but as access to a charged attack and powerful counters. Both modes are their own thing and there’s no constraint forcing you to alternate between them, you can do your hunts fully in blade or mace mode.

On the defensive side, MS can parry attacks and use its magnetism gauge to move at absurd speed for such a massive weapon, being able to close the distance or quickly get out of reach using its magnetic properties, while also having access to magnetic dodges with generous iframes.

And it all that still isn’t enough, MS can magnetize a monster to immobilize it during a long time before delivering Frontier strongest attack, an attack dealing no less than 600 MV, going all the way to 750 if the Daily bonus is active. And you can also increase your damage by 10% temporarily. When I told you it was broken.

Unlocking the weapon

Magnet Spike won’t be gifted to you like Tonfas or SA-F, you have to earn it. To be bale to craft MS, you’ll have to follow a serie of solo quests against the magnetic monsters. Here are the steps:

  • Talk to the Smithy in the Workshop
  • Talk to Graham, the MS Legendary Rasta, at the Rasta Bar
  • Talk to the Felyne Apprentice on Mezeporta Square
  • Take and finish the Gougarf quest at the G Rank Quests Counter
  • Talk to Graham then the Alchemist at the Combo Shop
  • Take and finish the Rebidiora quest at the G Rank Quests Counter
  • Talk to Graham, to the Smithy and then the Road Counter
  • Take and finish the HC Rukodiora at the G Rank Quests Counter
  • Talk to Graham and to the Smithy

Congrats you can now craft the Proto Magnet Spike α, aka the bone model. There’s only Zenith monsters MS so the other models get unlocked at GR200.

Base guide

I’ve added chapter to the video due to its length

Blade mode

MS can be unsheathed by pressing △ in blade mode, dealing slicing damage and being able to cut tails.

△ allows you to perform a 3 vertical attacks combo. ○ allows you to perform a 3 horizontal attacks combo. At the end of a combo, you can perform the crushing blow with △ + ○, with a huge 120 MV.

You can mix the 2 combos but you’ll start back from the other combo first hit, unless you do this at the final hit of a combo where you’ll be able to chain both combos final hits, with the option to go for a crushing blow. For instance:

  • Vertical 1 – vertical 2 – horizontal 1 – horizontal 2 – vertical 1 – horizontal 1…
  • Vertical 1 – vertical 2 – vertical 3 – horizontal 3 – vertical 3 – horizontal 3 – coup écrasant

R2 allows you to parry attacks. Performing a successful parry reinforce the following hit and you can go for the crushing blow as a follow-up.

Morphing

Pressing Select allows you to morph between blade and mace mode. You can do it at neutral or during the horizontal combos.

Mace mode

In mace mode, MS deals blunt damage and can stun the monsters. Outside of morphing, you can unsheath in mace mode pressing △ + ○.

△ can perform a 2 vertical attacks combo. ○ with a direction performs a 2 horizontal attacks combo followed by a backwards hit. Without any direction inputed, ○ performs a static combo with 2 side hits followed by a huge swing. The swing can be charged, with a precise timing though.un combo statique avec 2 coups de côté suivi d’un grand swing. The charged attack MV is impressive, reaching an absurd 338 MV.

At the end of these 3 combos, you can perform a suplex with △ + ○, with a MV of 96 + 121. Unlike in blade mode, you can perform a suplex at neutral with the same input.

Parry with R2 is slightly different in mace mode, throwing you backwards. Pressing △ allows you to propel yourself forward to deal a jumped attack with a 73 + 90 MV. You can also use the mace mode parry when unsheathing by pressing R1 + △ + ○.

Magnetic gauge

MS has a magnetic gauge right from its sharpness gauge. This gauge charge progressively over time and with your attacks. It allows you to perform a certain number of magnetic attacks.

Magnetic attraction and repulsion

L2 allows you to use the magnetic marker tied to the magnetic attraction and repulsion manoeuvers.

Holding L2 allows you to aim. Pressing ○ allows your hunter to shoot a magnetic marker who will attack to a monster part for 5 minutes. The projectile deals no damage (meaning the monster won’t react to it) and can be replaced freely if the marked part isn’t the right one.

Once a part is marked, the aim symbol can take 3 colors.

If it’s red, you’re close enough to perfom a magnetic attraction with L2 + △ which will make you fly towards the monster targetting the marker. You can press × to cancel the move or △ to perform a falling attack with iframes through the whole descent and with a huge 200 MV.

If it’s blue, you’re close enough to perform a magnetic repulsion with L2 + ×. the repulsion will propel you backwards on a long distance, making it a great defensive tool to quickly disengage.

And finally if it’s white, you’re too far to trigger anything.

Attraction and repulsion both consume one segment of the magnetic gauge.

Magnetic dodges

R1 allows you to perform magnetic dodges, dodges that hit the monsters while having huge iframes, consuming one segment of the magnetic gauge in the process. △, ○, □ and × are used to input the dodge direction, based on the direction your hunter is facing.

In blade mode, R1 + △ performs a double forward attack, R1 + × performs a double backward attack while R1 + □ and R1 + ○ will make you dash left or right respectively, with the possibility to follow up with a foward attack pressing △.

In mace mode, the backward dodge tied to × is similar to the lateral ones with □ and ○, dealing no hit but with the possibility to follow-up with a forward attack using △. This hit, with an initial 75 MV, is reinforced if you perform a perfect dodge with the magnetic dodge, going all the way up to 125 MV with 3 small 5 MV hits behind. Mace mode magnetic dodges can also be chained with the suplex.

Pressing R1 + △ + ○ in both modes allow you to perform a forward jumping attack at the cost of 1 segment of the magnetic gauge.

Magnetic pin

MS is the only weapon able to use the magnetism status. All MS deal magnetism damage, attacks having visual effects dealing slightly more. Magnetism builds up in the monster until a magnetic aura engulfs its body, generating blue and red sparks.

Once the monster reach that state, you can perform a magnetic pin on the monster. You’ll first need to do a forward magnetic dodge (R1 + △) then press R1 + △ + ○. The monster will get trapped in the MS magnetic field and you’ll get a QTE asking you to mash △ and ○ while rotating the left stick. If you gather enough charge during said QTE, you’ll be able to press R2 to unleash an overpowered attack on the monster, with a 600 MV (750 on a magnetized MV). Si vous accumulez assez de charge assez vite, vous pourrez presser R2 pour mettre un coup surpuissant au monstre, cette attaque ayant une MV de 600 de base (750 if the Daily bonus is active). The attack will be specifically localized on the magnetic marker position, making it a great tool for part breaking.

Like any status, magnetism becomes harder and harder to trigger after each proc. Also, magnetic monsters (Gougarfs, Rukodiora and Rebidiora) are immune to the effect.

Magnetizing the weapon

Attacking in one MS mode will gather magnetic energy for that mode. The icons under your magnetic gauge will go from white to yellow to finally red.

Once the corresponding icon turns red, you can press R1 + Select to magnetize the corresponding mode for 80s. This mode MV get a 10% buff and some attacks will deal additional magnetism damage, allowing you to reach the magnetic pin sooner.

After the 80s duration, the icon turns grey and the mode which has been magnetized will need some time to recover before being able to gather charge again.

Daily bonus

The Daily bonus increase the magnetic pin finisher MV from 600 to 750. It also increase slicing damage to tails by 10% in blade mode ands stun damage by 30% in mace mode.