Magnet Spike


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A versatile weapon, first introduced in

Game
Monster Hunter Frontier Z Zenith Monster Hunter Frontier Z Zenith , with two modes: cutting and impact. Each mode deals the corresponding type of damage and have different reach. The key feature of the
Weapon
Magnet Spike
is its magnetism abilities, derived from the large red and blue phials inside the weapon. Despite being a large and heavy weapon, the manipulation of magnetic forces lifts most of the weight, allowing for unnaturally fast movement.

Resembling the magnetic abilities of a

Monster
Rukodiora Rukodiora , the
Weapon
Magnet Spike
can quickly close or create distances using attraction and repulsion forces, with well-timed evades for counterattacks and guard points to create greater openings. Unlike other form-changing weapons like the
Weapon
Switch Axe F
and Charge Blade, the
Weapon
Magnet Spike
can use most of its moveset in either form at any time, allowing the user to choose the most useful form as needed.

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.

Weapon
Magnet Spikes do not have any non-standard elements compared to other weapons; they lack phials and length. Their attack multiplier is 5.4, rounded up.

Unlocking


To unlock

Weapon
Magnet Spikes , you must complete a series of solo-only G Rank quests. These quests are not particularly difficult, but you might need the first free GR set to finish them efficiently. Here's a brief guide to the unlocking process:

  1. Talk to the

    Location
    Smithy Smithy .

  2. Visit the

    Location
    Rasta Bar Rasta Bar and speak with the NPC equipped with a Magnet Spike, Graham.

  3. Talk to the Apprentice Cat found at the entrance of

    Location
    Mezeporta Mezeporta .

  4. Go back and talk to Graham, then talk to the combiner in the town square.

  5. Speak with Graham again, then the combiner in the town square.

  6. Talk to the G Rank quest receptionist, giving you a quest to hunt G Rank

    Monster
    Gougarf Gougarf .

  7. Talk to Graham again then the combiner found by the store.

  8. Hunt the

    Monster
    Rebidiora Rebidiora at the top of the quest list.

  9. Talk to Graham, then

    Location
    Smithy Smithy , then Graham again, then the
    Location
    Road Road
    quest receptionist.

  10. Post the GHC

    Monster
    Rukodiora Rukodiora quest and hunt it.

  11. Talk to Graham and then the

    Location
    Smithy Smithy .

  12. After all that you’ve unlocked magnet spike! 🎉 You should get a material to make the

    Weapon
    Protospike α Magnet Spike.

:Protospike α
Attack:2970
Length:Medium
Sharpness
«Skill Slots Up+1»
1/6

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

    Weapon
    Dual Swords .

  • Impact 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

. For more information on motion values, see the Damage Calculator .

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
Dissolver

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
Vampirism

+6 True Raw per hit. Up to 80 True Raw can be gained through leeching.

Armor Skill
Stylish Assault

20 seconds uptime. The duration can be refreshed by successfully using i-frames again.

Armor Skill
Stylish

+10 sharpness recovery (+9 with Magnetic Evade). When using Stylish Up, get 3 free hits before sharpness is reduced.

Armor Skill
Lavish Attack

-3 sharpness per hit. Lavish Attack reduces the free hits granted by Stylish Up to 1.

Armor Skill
Obscurity

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
Ice Age

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
Rush

?/?/? total Motion Value to reach stage 1/2/3 respectively. The third stage, exclusive to Rush Up, has a limited duration.

Armor Skill
Ceaseless

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
Point Breakthrough

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
Furious

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
Stun Value

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

    Weapon
    Magnet Spike lacks an elemental multiplier for
    Armor Skill
    Charge Attack Up
    . The skill only significantly boosts the impact charged strike.

  • Due to the ample amount of innate i-frames, it can be practical to forgo a source of

    Armor Skill
    Evasion+2 entirely.

  • There are no Magnet Spike-specific sigils outside of Unlimited (UL) sigils. The

    Sigil Skill
    Stun sigil can be relevant for Impact Mode centric runs.

  • The 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

    Location
    Hunter's Road Hunter's Road teams. It is common for teams to use multiple Magnet Spikes.