Magnet Spike
A versatile weapon, first introduced in
Resembling the magnetic abilities of a
The user is also equipped with a "Magnetic Field Gun", which fires a small magnetic sphere that sticks to monsters. This allows the user to lock onto a specific location and use magnetic attraction to travel from a much greater distance or use repulsion force for a long-distance evade.
Unlocking
To unlock
Talk to the
Smithy .LocationVisit the
Rasta Bar and speak with the NPC equipped with a Magnet Spike, Graham.LocationTalk to the Apprentice Cat found at the entrance of
Mezeporta .LocationGo back and talk to Graham, then talk to the combiner in the town square.
Speak with Graham again, then the combiner in the town square.
Talk to the G Rank quest receptionist, giving you a quest to hunt G Rank
Gougarf .MonsterTalk to Graham again then the combiner found by the store.
Hunt the
Rebidiora at the top of the quest list.MonsterTalk to Graham, then
Smithy , then Graham again, then theLocationRoad quest receptionist.LocationPost the GHC
Rukodiora quest and hunt it.MonsterTalk to Graham and then the
Smithy .LocationAfter all that you’ve unlocked magnet spike! 🎉 You should get a material to make the
Protospike α Magnet Spike.Weapon
Usage
The Magnet Spike's magnetism grants it high versatility and a high skill ceiling. While most actions are shared between both forms, some offer unique options. Attacking with this weapon gradually magnetizes it, entering a "Magnetic Boost" state that increases attack power. Landing attacks also magnetizes monsters; once fully magnetized, the "Magnetic Bind" attack can be used. This binds the monster in a strong magnetic field, with the hunter sustaining the field by repeatedly pressing select buttons. Holding it long enough allows for a powerful finishing attack.
Magnet Spikes feature two modes: Cutting and Impact. You can switch between these modes at any time, even while unsheathed. Each mode has its own attack style:
Cutting Mode: Fast attacks and evasions similar to
Dual Swords .WeaponImpact Mode: Slower, heavy-hitting single attacks with quick swipes and a fast charge.
At any time in either mode, you can toggle aiming mode, which allows you to shoot a Magnetic Marker on a monster or attract toward or repel away from an already placed marker.
Whether you attract or repel depends on your distance from the monster. If you are too close, you can only repel (Blue). If you are too far, no action is possible (White). Being at the proper distance allows you to attract (Red). Attraction will chase the monster as long as you follow a linear path toward it and can be canceled into an evade or a powerful falling attack.
Both modes charge as you use them. When their icon turns red, you can magnetize the weapon, which buffs all attacks by 1.1x, similar to a power phial, and adds additional hits to select attacks for 80 seconds.
After the magnetism mode expires, you will be locked out of gaining progress towards it for a short period. Both modes charge independently and can be left at the red charge level indefinitely, to be activated whenever you wish.
Each mode has a gauge used for actions such as evasion, attracting and repelling from a monster, and initiating the Magnetic Pin attack (covered below). This gauge recharges over time and while attacking a monster.
The gauge also indicates if you can use the Attract and Repel functions, which launch you into the air to chase the magnetic marker on a monster. Every action that consumes gauge will use a single bar.
The magnetic pin is similar to a standard status effect. If you hit the monster with enough attacks, it will get a moving magnetism effect on its body, indicating it is ready to be pinned.
Pinning can be done from either Magnetic Double Slash or Double Swipe. This causes you to leap into the air and slam down your Magnet Spike, pinning the monster and initiating a Quick Time Event that keeps the monster in place until you either perform the pin or fail the Quick Time Event.
The Quick Time Event will indicate what you have to mash directionally and button-wise. Mashing well enough will cause the monster icon's face to turn red, allowing you to perform a Pin Finisher. This move has a very high motion value, causes the monster to fall over, and extends the time the monster is trapped due to the finisher's lengthy animation.
The finisher is notable because it targets the spot where you have attached the magnetic marker. This allows you to select the best hitzone or the most desirable parts to break on a monster. For tails, this deals cutting damage but can only reduce a tail to 1HP, allowing any single cutting damage hit to sever it immediately.
Shared Traits
After using the Magnetic Field Gun on a monster, hunters can perform "Magnetic Field Approach" and "Magnetic Field Withdrawal" actions in either form to attack or evade over great distances.
Both forms can execute the "Magnetic Force Evade" for quick short-distance evasion.
"Magnetic Field Assault" is a mid-distance attack that launches hunters toward a target.
Guarding and countering are possible in either form.
Attacking in either form contributes to entering the Magnetic Boost state and magnetizing monsters.
Cutting Mode
Two standard 4-hit combos: one focused on vertical swings and the other on horizontal swings.
The Magnetic Force Evade can be used to evade and attack simultaneously with a Double Slash forward or a Fade Slash backward. Left and right evasions have no attack actions.
Hunters can guard at any point, automatically performing a light counter hit.
Guarding a monster attack charges the Magnet Spike and boosts the counter hit.
Magnetic Bind is usable once a monster is fully magnetized.
Impact Mode
A standard 4-hit combo consisting of slow, wide swings that end with a suplex, which can also be used as a standalone attack.
A triple pound attack that can be initiated from idle or mid-combo.
The Magnetic Force Evade can be used to evade and attack simultaneously when performed in front of the hunter. A counterattack can be launched after evading to the side or behind.
Evading a monster attack charges up for a stronger counterattack.
Performing a well-timed guard charges the Magnet Spike for a powerful counterattack.
Moveset
The flowchart below is based on the official manual. When hovering over a move, you can see the available moves from it.
For more information on motion values, see the Damage Calculator.
Iframes
Cutting Mode moves with invincibility frames: Magnetic Double Slash, Retreat Slash, Magnetic Assault and Falling Downslash.
Impact Mode moves with invincibility frames: Guard Assault, Magnetic Double Swipe, Magnetic Assault and Falling Swipe.
Magnetic Attraction | 17 | Cutting |
Magnetic Repulsion | 24 | Cutting |
Falling Slash | ? | Cutting |
Magnetic Evasion | 17 | Cutting |
Retreat Slash | 17 | Cutting |
Magnetic Assault | 17 | Cutting |
Magnetic Double Slash | 17 | Cutting |
Magnetic Attraction | 17 | Impact |
Magnetic Repulsion | 24 | Impact |
Falling Swipe | ? | Impact |
Just Guard | 19 | Impact |
Guard Assault | 17 | Impact |
Magnetic Force | 17 | Impact |
Magnetic Evasion | 17 | Impact |
Magnetic Assault | 17 | Impact |
Magnetic Double Slash | 17 | Impact |
For an explanation on element damage, see our Elements page
Example Gear with Runs
Active Feature
Increases Pin finisher multiplier by 1.25x (from 600 motion value to 750 motion value). x1.1 Cutting damage to the tail in cutting mode. x1.3 Stun value in impact mode.
Hiden
Magspike Tech Master | Twin Hiden, 30 | Sharpness level +1 is added to Magspike Tech 【Magnetic Star】. |
Magspike Tech 【Magnetic Star】 | 30 | Increases attack by 1.2, grants Fencing+1 and Super High-Grade Earplugs when wielding a Magnet Spike. Successful evasive motions boost attacks by 1.03 and increases gauge recovery by 1.5 for 30 seconds. Increases movement speed by 1.2. Magnetic target marker does not disappear. |
Magspike Tech Kaiden | 20 | Increases attack by 1.1 and grants Fencing+1 when wielding a Magnet Spike. |
Magspike Tech Expert | 10 | Fencing+1 when wielding a Magnet Spike. |
Magspike Tech Novice | -10 | Attack x0.8 when wielding a Magnet Spike. |
Skill Interactions
Armor Skill | Adjusts the element hitzones by +15. Determination applies the effects of Dissolver without the need for hitzone requirements, effectively forcing element damage or reducing/negating negative hitzones. |
Armor Skill | +6 True Raw per hit. Up to 80 True Raw can be gained through leeching. |
Armor Skill | 20 seconds uptime. The duration can be refreshed by successfully using i-frames again. |
Armor Skill | +10 sharpness recovery (+9 with Magnetic Evade). When using Stylish Up, get 3 free hits before sharpness is reduced. |
Armor Skill | -3 sharpness per hit. Lavish Attack reduces the free hits granted by Stylish Up to 1. |
Armor Skill | Max stack of 225 True Raw. Obscurity Up maxes out after two perfect guards, allowing subsequent guards to restore 5 or 10 sharpness depending on timing. |
Armor Skill | 1/10/22 hits to reach stage 1/2/3 respectively. All weapons share the same stage decay timer; Ice Age Up only affects the third stage’s decay rate. |
Armor Skill | ?/?/? total Motion Value to reach stage 1/2/3 respectively. The third stage, exclusive to Rush Up, has a limited duration. |
Armor Skill | 12 seconds decay window. 11/30/38 hits required to reach stage 1/2/3 respectively (8/23/38 with Ceaseless Up). The third stage is also exclusive to Ceaseless Up, which decays by stages rather than all at once. |
Armor Skill | 40 seconds duration. 7/5 hits to reach stages 1/2 respectively (6/4 with Fencing+2). The previously hit hitzone is more vulnerable at Stage 2, and Fencing +2 slightly eases activation. |
Armor Skill | 1/3/6 evasions or perfect guards to reach stage 1/2/3 respectively. These effects apply to both successful evasions and perfect guards (where applicable), but attacking is necessary to advance stages. |
Sigils Usability Ratings
Sigil | Increases KO damage by 1.1x. Only one sigil applies. Stacks with Caravan Skill (1.1x) and Active Feature (1.5x) for a maximum of 1.815x. Useful when using Impact Mode. | Other |
Tips and Tricks
The pin attack applies damage to the spot where you've placed a marker on a monster, allowing for quicker part breaks.
The reliability of pinning depends on the current area host. If you are not the host, there is a chance it can fail. NPCs are tied to their host player in this context.
Pay attention to whether you are running unsheathed, as this can limit your attack options.
Falling attacks via magnetic attraction have generous motion values and invincibility frames (i-frames).
Basic cutting attacks have a large window between each, allowing for roll cancellations or delayed attacks.
The cutting mode's guard motion acts as a guard point attack. It can chain into the Finishing Slash, a magnetic dodge for more intangibility, or another guard attack.
The impact mode's guard has fixed knockback. The rebounding attack is similar to Magnetic Assault but doesn’t chain into any meter attacks. It can be roll canceled and has i-frames.
There is an official second control bindings menu for the weapon, but only the approach cancel is bound by default for PSP controls in that menu.
The
Magnet Spike lacks an elemental multiplier forWeaponCharge Attack Up . The skill only significantly boosts the impact charged strike.Armor SkillDue to the ample amount of innate i-frames, it can be practical to forgo a source of
Evasion+2 entirely.Armor SkillThere are no Magnet Spike-specific sigils outside of Unlimited (UL) sigils. The
Stun sigil can be relevant for Impact Mode centric runs.Sigil SkillThe Magnetic Pin Finisher attack presents the highest motion value in the game, at 600 without Active Feature and 750 with Active Feature.
This weapon type is generally seen in
Hunter's Road teams. It is common for teams to use multiple Magnet Spikes.Location