Introduction to the battle mechanism of "Monster Hunter: Wilderness" of the Thunder Dragon

Apr 02 2025

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The Huang Leilong in "Monster Hunter: The Wilderness" is one of the three map kings in the game. To fight the Huang Leilong, you must understand its combat mechanism. The Huang Leilong's move system can be roughly divided into six systems: accumulating power, starting with a big clapper, starting with a header, starting with a front header, taking off in place, starting with a small pickup, and starting with a second series of electric starts. What is the combat mechanism of the Monster Hunter Wilderness Huang Lei Dragon? The Huang Lei Dragon's move system can be roughly divided into six systems: accumulating force, starting with a big clapper, starting with a header, starting with a front push, taking off in place, taking off with a small pickup, and starting with a second electric start. There are many characteristic moves that appear in the middle of the combo instead of starting with a move.

The Huang Lei Dragon in "Monster Hunter: The Wilderness" is one of the three map kings in the game. To fight the Huang Lei Dragon, you must understand its combat mechanism. The Huang Lei Dragon's move system can be roughly divided into six systems: accumulating power, starting with a big clapper, starting with a header, starting with a front header, taking off in place, starting with a small clapper, and starting with a second series of electric starts.

What is the combat mechanism of Monster Hunter Wilderness Ray Dragon

The Huang Leilong's move system can be roughly divided into six systems: accumulating force-slapping start, head-attack start, front-to-head start, take-off start, small pick-up start, and two-link electric start. Among them, there are many characteristic moves that appear in the middle of the combo instead of the start action, which will be a continuous final move. After use, it will be a long time to shake it, which can be used as a stable solution point to perform burst output.

Huang Leilong's overall move table (most):

The specific final moves of the segment are:

The second connection power that comes out in the middle of the connection (if the second connection power is started, it is not a final move)

The power-causing large shot that was released in the middle of the continuous section (if the power-causing large shot is not a final move)

Slam dunk in any case

Electromagnetic cannons (can be used in the air and on the ground) under any circumstances

There will be a large rear-swinging move afterwards (re-swinging level)

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