Check the video description for my armor and drink skills.
This monster is a huge pain in the ass. Getting the pitfall trap just right is a lot harder than it looks due to the amount of variations the Deviljho can have in its movement. After that, I have to roll the first roar so I can get free hits during and after the pitfall, which also cancels the second roar when it rages.
The rest of the hunt can be massively random, with the Deviljho constantly backing itself into a wall, which affects the way it moves back during a dragon breath. I got very lucky when it decided to eat the drugged meat, moving itself away from the wall, and then I had all the real estate I needed for the rest of the hunt.
Drugged Meat (sleep) was my choice of bait over Tinged Meat (paralysis) because, while doing 5% less damage per hit, it does let me get my damage in quicker, which can potentially let me do more damage before its rage timer ends. It's also easier dealing with sleep than paralysis.
One thing worth noting is, if the Deviljho decides to go for any bait on the field and is staggered, that bait is no longer considered in play and soon disappears. It's important to lay extra bait if you think you may have hit it late and staggered it out of going for meat. Strangely, it seems to make this check when rage mode activates, so any bait on the field can be invalidated during this transition, which is why I wait until after it rages to place the meat.
I opted for Tremorproof and Quick Sheath for this run. Tremorproof lets me get a guaranteed punish during the stomp, as well as letting me keep up with the Deviljho when it goes for a pin, allowing me to stay in front of its arms, which is key to getting the ideal moves from this monster. Quick Sheath is a nice quality-of-life that lets me more easily set the bait down after sheathing, as well as keeping frame advantage afterwards so I can still punish attacks.
I actually tried the Deserted Island quest first, but when I discovered the pitfall trap setup, I found it only worked for two of the spawns. The Tundra, however, gives you several more viable spawns to work with.
Actually hitting the Deviljho in its weak point is also extremely frustrating. It's very small, located in its chest just behind the arms, and GS can have a very difficult time hitting it.
The stomp is the most desired move to get, but it can require precise positioning. The smaller the Deviljho is, the more likely you can be killed by it. I was fortunate enough to get a decent-sized Deviljho that allowed me to misplace some of my punishes without dying.
After rage mode ends, you generally want to go for the head for more damage, then you have to be ready to roll the final roar. I got lucky that the monster started with really low HP, so it raged after I hit it in the chest when rage mode ended. Noting this, I went for the shock trap after two more hits, and it almost didn't work since I had to do the level 1 charge earlier to punish the hipcheck.
Overall, this was a very good hunt. I honestly couldn't have asked for so many things to fall into place like they did.
As usual, I use bombs at the start of the hunt to lower my HP to activate Felyne Heroics, which gives me a 1.35x attack boost.
Drink Skills: Attack Up (L), Felyne Booster, Felyne Heroics
Armor Skills: Attack Up (L), Quick Sheath, Focus, Critical Draw, Tremorproof
Weapon: Alatreon Revolution
Armor: Grand Mutsu Eboshi, Diablos Mail S, Diablos Vambraces S, Diablos Coil S, Arzuros Greaves, Dragon Talisman (+5 FastCharge, +9 Attack)
Decorations: Draw Jewel 1 (x1), Sheathe Jewel 1 (x1), Tectonic Jewel 1 (x2), Charger Jewel 1 (x2), Attack Jewel 3 (x1), Attack Jewel 2 (x1)
Негізгі бет [MHP3rd] Guild | ★8-19 | Deviljho | Great Sword | 02'37"06
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