Flash before you begin combat, to hit those legs before he enrages!
Many monsters have an opening roar to initiate combat – flashing them before initiating combat (i.e. before your map becomes red) lets you postpone that opening roar to after they recover from the flash. Combined with the Rocksteady Mantle, this lets you have a larger window of opportunity for free hits at the beginning of an encounter.
More importantly it prevents Deviljho from enraging, and Deviljho's legs are only weak outside of enrage. Note that this strategy is less effective if you don't have the Rocksteady Mantle – while Deviljho's most dangerous and mobile moves are locked when he is flashed, that doesn't mean he stops attacking altogether.
Once he enrages, the legs will no longer be weak points …which makes the fight a bit more difficult. The glowing scars become weak points during enrage, and the easiest scar to hit with the Greatsword is the one on the chest.
Let your Palico use a Sleep weapon, and master the wake-up call!
A Sleep weapon for the Palico should be mandatory for any Greatsword user – gives you 1 to 2 (occasionally 3) sleeps per monster. You can wake up the monster with a TCS for massive damage!
Some tips for pulling off wake-up calls:
- Not all of Deviljho's head is a weak spot.
- I had a tendency to constantly tilt my left analog stick forward when performing charged slashes. Learning to let go of the stick once I've begun my TCS animation greatly improved my consistency.
- The collision detection on Deviljho's mouth is uneven, which could cost you a wake-up call. The 'nose'/'snout' is a flatter surface that is a more ideal measuring point.
- Sometimes his head isn't available …you just gotta settle for the tail. Unfortunately collision detection is absent on the tail, so you pretty much need to eyeball it.
Counter the counter-attack!
Deviljho has a counter-attack move where he goes straight from reeling back as if he were about to fall, into a ground pounding jaw smash. If he takes any strong impact moves to the head during this counter-attack, he will be toppled for real! The Greatsword's tackle is perfect for this scenario:
- Example 1
- Example 2
- Example 3
- Doesn't seem to be a guaranteed topple…
- …but the probability sure seems really high!
- Example 6
Unfortunately the hitstun from hitting a weak point with your TCS will prevent you from pulling off a tackle, so just roll out of the way instead.
Just block the breath attack if you can't avoid it!
- You're gonna have a bad time trying to tackle that breath attack.
- Ditto with trying to dodge through it.
- It'll drain a lot of Sharpness, but just block it if you can't superman dive it …better than losing half your HP! (Don't have a recording of this, sorry!)
- Don't fall to impatience! Confirm that you are well outside Deviljho's range before drinking your potions.
- No shortcut to avoiding Deviljho's tail-spins; you eventually just develop a reflex.
- I really don't want to know what new moves Deviljho gets when wielding Great Jagras – a Flash Pod will stop this madness!
- When you're knocked down, don't get up immediately (i.e. don't touch your left analog stick) – your invincibility will last longer!
- Bring Armor Seeds to cure Defense Down. Also bring Nullberries if you're using an elemental weapon, to cure Dragonblight.
- Always keep at least 1 Flash Pod at the ready, to escape pins.
of mine as a sample. I used this mix-set. 12 minutes is pretty slow for speed-running standards, but it should be a good demonstration of how to capitalize on openings and recover from failures. I'm a bit too old (mostly too preoccupied) to break speed-running records, but I'm sure someone will make a fast sub-7-minutes one eventually.
Hope this helps!
© Post "Some (mostly solo) tips for Greatsword vs. Tempered Deviljho…" for game Monster Hunter World.
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