1. Build Intro & Key Features
This video introduces a Piercing HBG build.
It has almost the same damage output as the Gore Magala 4-piece set, while securing a 70% critical hit rate without Peak Performance jewels.
Stamina management is easy, and you can use Peak Performance jewels to achieve a 100% critical hit rate if needed.
The health recovery effect of the Jyuratodus armor improves the sustain of the Auto-Guard weapon.
2. Detailed Equipment Setup
Weapon: Use the Artian Gryphen with paralysis element (can use Paralysis Ammo Lv2).
- Blast element Gryphen can be crafted if you prefer Blast, Stun, or Sleep ammo.
Enhancement Parts: Piercing Ammo Up, Dragon Spirit Jewel.
- The remaining parts use Wyvernfire and Special Ammo for versatility.
Artian Production Bonus: 3 for base attack power, Artian Blessing Bonus set to Reload 00 (can load 4 Piercing Ammo).
Head/Chest Armor: Jyuratodus material's Immaculate Courage Beta/Dragonhide Beta armor (Super Recovery Lv1, Challenger Lv3).
Arm/Leg Armor: Gore Magala material's Gore Arm/Greaves Beta (Gore 2-piece effect, Power of the Shrouded Claws Lv1).
Waist Armor: Alsbardo material's Schwarzka Coil Beta.
Talisman: Weakness Exploit Charm Lv2.
Outfit: Free choice.
3. Jewel Setup & Wild Stinger Comparison
It's better to use utility jewels instead of Piercing jewels to improve adaptability to situations.
You can increase DPS by using First Aid Jewels in multiplayer, but if you're a solo player or want a versatile setup, I recommend Evade Window.
Use Special Ammo Boost jewels to enhance Wyvernfire, Critical Eye jewels to enhance damage.
If you don't use the Dragonheat Gauge often, you can use other jewels instead of Special Ammo Boost jewels.
Compared to the Wild Stinger, the Artian Gryphen can fire 4 Piercing Ammo when using the Dragon Spirit Jewel, which is advantageous for Dragonheat Gauge recovery and reducing reload frequency.
You can secure evasion distance by using Evade Extender jewels instead of Peak Performance jewels, or increase survivability by adding Divine Blessing jewels.
4. Why Ditch the Gore 4-Piece Set: Damage Cap & Utility
Monster Hunter Wilds has a damage cap, so the damage difference with the Gore 4-piece set is negligible.
As a result of the experiment, the average damage of the Gore 4-piece set is 236, and the introduced setup is 231, which is almost no difference.
Considering the tick damage of Piercing Ammo, the 5 damage difference is negligible.
It's a better choice than the Gore 4-piece set because of the health recovery effect and the utility of securing a high critical hit rate without Peak Performance jewels.