Monster Hunter Stories 2: Wings of Ruin

Monster Hunter Stories 2: Wings of Ruin is not a main entry in the Monster Hunter series and, as such, it plays a little different from any other game in the franchise you may have experienced. Combat is among those features that make the game markedly different from Monster Hunter Rise and all of its predecessors, as it is a turn-based affair with a few quirks that set it apart from other traditional JRPG combat systems.

Here’s everything you need to know to master combat in Monster Hunter Stories 2: Wings of Ruin


Monster Hunter Stories 2: Wings of Ruin employs a pretty standard turn-based combat system where both player and enemy take turns to perform a variety of actions, including different special attacks. What is not immediately clear is that the game uses a sort of Rock-Paper-Scissors system that dictates how effective a monster, or a special skill, is against one of another color.

All Monsties and attacks in Monster Hunter Stories 2: Wings of Ruin are divided into Red, the power type that is weak to Speed but strong against technical, Green, the technical type that is weak to Power but strong against Speed, and Blue, the speed type weak to Technical but strong against Power.

Fight’em Head On!

The different types don’t come into play at all times during combat. If any character attacks another that is not targeting them, the attack will play out normally. If the two characters attack one another, you will get a head-to-head situation where both characters will damage each other. It’s in this situation that the rock-paper-scissor system will come into play, as depending on the type of attack used, characters will take more or less damage.

Don’t Get Too Comfortable

In Monster Hunter Stories 2: Wings of Ruin, all enemy Monsties tend to use the same attacks every time you encounter them, but you shouldn’t get too comfortable, as they can enter an enraged state that will make them switch attack types. As such, you should aim to bring the most balanced party you can get, a party that is not focused on a specific attack type: you never know what you will have to face. Especially considering you do not get full control of your Monsties at all times.

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