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Monster Hunter Portable 3rd

Charge Ailment Inflicted: None
Normal Mode

The Duramboros will lower his head and slowly charge towards the Hunter. The charge attack is finished by the Duramboros headbutting into the air and stopping the motion while flinging his tail forward to the right.


The tail will only deal minor damage and make the Hunter trip if he/she gets hit by it.


The charge attack is straightforward and curves only slightly at best.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver

The attack is really slow, so unless very close there should be no need to guard against this attack (if guarding is possible). In most cases you should be able to run out of the way, only having to roll just to make sure. You can dive if necessary but make sure to do it to the Duramboros' left so the tail won't still get a hit on you.


Headbutt Ailment Inflicted: None
Normal Mode

The Duramboros will quickly step backward and then dash forward in a sortalike way as when he charges and then headbutt whatever is in front of him.


This attack can be chained with a Tail Swing and the Aerial Tail Smash (read below).

Rage Mode
This attack gets chained more often.
Evasive Maneuver
Its a quick and straightforward attack so staying on the move and circling around the Duramboros is basically the best way to stay safe from this attack. If you, however, do find yourself in front of him you can guard against the attack if have the option to or you can roll/dive sideways to safety.


Hipcheck Ailment Inflicted: None
Normal Mode

The Duramboros will step backwards, turn slightly so it will assume a diagonal position and then dash forward. This attack is exactly the same as Uragaan's hipcheck in execution, speed and range.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver

The attack is rather slow and doesn't cover much ground, so unless you're close you shouldn't have to do anything really to prevent this move from hitting you. If you are close you can guard against it but you can also run and roll away from it. Depending on if you are close to the head or the tail you can run in that direction as well to get out of reach.

Multi-Bite Ailment Inflicted: None
Normal Mode

The Duramboros will, like the Deviljho, raise his head first and then snap at whatever is in front of him 3 times while stepping forward and swinging his head in an arc of 180 degrees, also flinging his tail at the same time which causes minor damage if it hits the Hunter.


This attack is rarely performed.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver
If you find yourself close to the Duramboros and are able to guard you can do so. If that is not possible you can try to quickly run and dodge to the sides or under him. Diving is an option though it shouldn't be necessary as this attack doesn't cover much ground and only deals a small amount of damage.


Tail Swing Ailment Inflicted: None
Normal Mode

The Duramboros will rear backwards, raise his tail diagonally, step forward while lowering the tail to ground level and then violently spin around and flinging the tail 180 degrees.


This attack is exactly the same as the Uragaan's rock throw.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver
Considering the fact this attack has a small area of effect it shouldn't be necessary having to guard/evade this attack unless, of course, the Hunter is within a distance smaller than the tail. If you do find yourself in this position and have the option to block you can do so but you can also try to quickly run under the monster or roll the attack/dive away.


Tail Smash & Multi-Tail Smash Ailment Inflicted: None
Normal Mode
The Duramboros will, if you're in front of him, otherwise he'll just turn so his tail will be hanging above you, turn around, lift his tail high up into the air and then smash it down like a Hammer, causing a minor earthquake as well. This attack can also be performed twice in a row and when in rage even more often.
Rage Mode
The Duramboros can smash his tail multiple times.
Evasive Maneuver

Seeing as this attack is a homing attack it is advice to stay on the move and make sure you're anywhere but near the club. If you are able to block you can do so, although it is risky as the attack can be performed several times in a row, thus draining all your stamina and causing you to tremble as a result of the earthquake, leaving you open to another tail smash.


The best thing to do is to just stay on the move and keep a reasonable distance or to get so close to the Dobo that he can't hit you with the tail. Do not dive the 1st tail smash as the 2nd one is sure to hit you if you do so.


Helicopter Tail Swing Ailment Inflicted: None
Normal Mode

The Duramboros will take a few steps backward, raise his tail, lower it to ground level and then start spinning gradually faster, elongating the tail and its reach to maximize its use. This attack is usually finished by a sliding spinning tail smash into the direction of the Hunter but can also be finished with a Launching Bodyswing or Aerial Tail Smash (read below).


During this attack the Duramboros will slowly follow wherever the Hunter is going.


A player can stay safe from the spinning and still be able to attack even when using melee by getting under the Dobo before the spinning starts to become more violent.


When fatigued the Duramboros will trip instead of finishing the attack and lay helpless on the ground for a few seconds, exposing its weak spot (his back) to Blademasters.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver

Regardless of the situation, it is highly adviced not to block against this attack at all times. It is guaranteed to drain all of your stamina and still get a full-power hit on you if you do so.


The best thing to do is to either run away and stay on the move while making sure you don't come near a wall/corner or, if you're quick enough, getting under the Duramboros and remain there while attack him until the moment he finishes the attack.


Launching Bodyswing Ailment Inflicted: None
Normal Mode

Although usually performed after the Helicopter Tail Swing, the Duramboros is also capable of performing this attack on his own. In this case, the Duramboros will take a few steps backward, raise his tail and then swing it 180 degrees and into the air to launch himself towards the Hunter.


This attack can cover a huge distance and also produces earthquakes.


In fatigue this launching attack will backfire by causing the Duramboros to lose his grip and be at the mercy of the weight of his club-like tail.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver
The Duramboros will give ample warning when preparing this attack so that time should be used to get as far away as possible. This attack is blockable, although it will drain a huge amount of stamina so running/diving out of the way is a better alternative.


Aerial Tail Smash Ailment Inflicted: None
Normal Mode

The Duramboros will take a few steps back while raising his club-like tail, then take a small dash forward and launch himself into the air by using the weight of his tail and crash on the spot the Hunter is standing at that moment. The tail will also be fully strechted out during the landing, greatly increasing the area of effect. When back on the ground the Duramboros will remain motionless for a few seconds, allowing Hunters to attack him without worry.


This attack causes an earthquake.


After the Duramboros has landed the tail can be mined once for tails/tail bones/sacrums if the player has managed to put a crack in it (1st degree of breaking).

Rage Mode
The attack becomes slight more common although it remains rare.
Evasive Maneuver

Try to get as far away as possible at the very moment you see the Duramboros prepare this attack. You can block this attack if you have the possibility although it is quite a waste to do so as this attack will both drain a huge amount of stamina and still deal damage even when using Guard +2 with a Lance/Gunlance.


There's no need to try roll the attack unless you're somewhere near the tip of the tail and have either perfect timing or evasion+ skills. The best thing to do is to run in an attempt to get out of the way and then dive just in case.


Roar Ailment Inflicted: None
Normal Mode

The Duramboros will roar upon noticing a hunter and during the transition to rage mode where he will raise his head and scream while making an arc to the right.


A rather weird traitmark of this roar is that the effect takes place a split-second earlier than the sound it produces, which can catch people off guard if they're new to fighting him.

Duramboros' roar requires the use of the skill "High-Grade Earplugs" to render it ineffective.


This roar can be rolled without the use of evasion +1/2.

Rage Mode
Nothing worth mentioning.
Evasive Maneuver

If you find yourself within a close to medium distance from the Duramboros and have the possibility to block you can do so, although diving through the roar remains a great alternative.

With the use of HGE, this roar is ineffective, giving the player a decent amount of time in which to deal damage.


Those who cannot block will have to dive, or, if there is already a reasonable distance between the Hunter and the monster, run out of reach in order not to get stunned by the roar. Players with evasion+ skills or perfect timing can attempt to roll it.

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