FANDOM


Menu de Navigation / Diablos :

MH1, MHF, MH2, MHF2, MHFUModifier

Charge Ailment Inflicted: None
Normal Mode

Diablos lowers its head, then charges at the hunter. Diablos will sometimes flick its head up at the end of the charge, flinging the hunter into the air.
This is Diablos' most common attack, and can be performed at any range.
If the hunter is far enough away, Diablos can home in on the hunter while charging.
After Diablos passes the hunter, it may stop straight away, but it may also keep charging for a large distance.

Rage Mode
This attack is much faster when Diablos is enraged
Evasive Maneuver

Generally, Panic Diving is the best option to avoid this move, as the period of invulnerability granted by this can help the player avoid being hit. This does require the hunter's weapon to be sheathed, however, so if this is not possible, rolling to the side is probably the best option, although there is no guarantee that the hunter will not be hit.
Blocking is also effective, making this a viable alternative for those using a weapon capable of doing so.
If Diablos stops after passing the hunter, and this attack has been successfully avoided/blocked, there will be a brief opportunity to attack Diablos, particularly the tail.
If the hunter is standing between Diablos and certain walls, this can be exploited to get Diablos' horns stuck in the wall, making it vulnerable for several seconds.


Power Charge Ailment Inflicted: None
Normal Mode

Diablos roars at the hunter (not requiring Earplugs) with its head held low, then charges at the hunter, similarly to the regular Charge, but far more powerful. After passing by the hunter, Diablos will either keep charging, or stop just behind the hunter.

Rage Mode
Performed more often. Also speeds up more.
Evasive Maneuver

The evasive maneuvers for this attack are similar to those for the regular Charge, except that it is more important to avoid this attack, as it deals considerably more damage.
Panic Diving is probably the safest option, although rolling to either side may also work.
Blocking is possible, but drains a large amount of stamina, causes significant knock-back, and also slightly damages the hunter if not using the skill "Guard +1/2".
If Diablos stops just behind the hunter after executing this attack, there will be a few moments in which the Diablos can be attacked freely. If the Diablos keeps charging, it will be too far away for Blademasters to have any chance of a counter-attack.


Bite Ailment Inflicted: None
Normal Mode

A standard Wyvern attack. Diablos lowers its head and bites to the left, swinging its tail upwards and to the right as it does so.
This attack is rarely performed, although the frequency is increased if Diablos has been Flash-bombed.

Rage Mode
Does not use in rage.
Evasive Maneuver

This attack is very easy to avoid, and the hunter shouldn't even be in range of this attack in the first place. It has little range, so a single roll away from Diablos should be enough to get out of the way. The attack deals little damage even if the hunter is hit. The tail swipe may prove a nuisance to hunters standing behind Diablos, but it does not deal significant damage.
Blocking is possible, but merely a waste of stamina since this attack is so easy to avoid.
If this attack is successfully avoided, the player can use the time Diablos is returning to its original position to deal some damage.


Hip-check Ailment Inflicted: None
Normal Mode

Diablos positions itself so that its right hip is facing the hunter, which it then proceeds to slam them with. After executing this attack, Diablos will return to its original position. This attack is also shared with many other Wyverns.
This attack is generally performed when the hunter is in close proximity to Diablos.

Rage Mode
None worth mentioning
Evasive Maneuver

Rolling towards Diablos' head is probably the safest choice, as the head has less range than the tail. Panic diving is also a suitable option, although it is required that the hunter's weapon is sheathed for them to perform this action.
Blocking is possible, making this a suitable alternative for hunters using a weapon capable of doing so.
After this attack has been successfully avoided/blocked, the hunter will be given a brief opportunity to attack the Diablos, the horns in particular.


Tail Whip Ailment Inflicted: None
Normal Mode

Another attack shared by many Flying Wyverns. Diablos turns its body 180 degrees, in an attempt to hit the hunter with its tail. Upon finishing, it then turns another 180 degrees in the same direction, attempting to hit the hunter again. Diablos' tail curves around its body after each turn, meaning that each turn covers greater that 180 degrees arond Diablos.

Rage Mode
None worth mentioning
Evasive Maneuver

Standing under Diablos' legs should cause this attack to miss the hunter, although they may be trodden on as Diablos turns, inflicting minor damage.
This attack can also be blocked, making this a viable alternative for those using a weapon capable of doing so.
If the hunter successfully avoids/blocks the first attack, the time Diablos spends attacking again can be used to deal some moderate damage to Diablos. If the hunter is underneath Diablos' legs as this attack is performed, they can use the whole duration of this attack to deal some damage to Diablos' underside.


Tail Smash Ailment Inflicted: None
Normal Mode

Diablos slams its tail at the hunter twice, first to the right, then to the left. The smash to the left curves a considerable distance around Diablos, meaning that it can hit hunters unless they are standing directly in front of Diablos.
This attack is often performed when the hunter is standing behind Diablos, and quite often after a Tunneling Attack.

Rage Mode
None worth mentioning
Evasive Maneuver

Run away from Diablos' tail, either towards the head or away from Diablos altogether. It is inportant to be directly ahead of Diablos, or to its right, as it performs the second smash, as the tail can curve around surprisingly far, making this attack potentially dangerous.
Blocking is possible, although the hunter will have to change direction directly after blocking the first hit in order to block the second, making blocking this attack slightly difficult.
If the hunter is near Diablos' head as this attack is being performed, and is out of reach of this attack, they can use this time to attack Diablos' head or neck.


Roar Ailment Inflicted: None
Normal Mode

Diablos lowers its tail, shakes its head, then raises its head in an arc from left to right, letting out an ear-splitting screech as it does so. This is one of the few roars that requires the use of the skill "High-Grade Earplugs" to render ineffective.
Panic Diving will not work to avoid this attack, as the hunter will be affected as soon as they land. This roar has a very long range of effect, so it will be difficult for the hunter to avoid.
This move is generally performed when Diablos is going into Rage Mode, although can be chained together multiple times.

Rage Mode
None worth mentioning
Evasive Maneuver

This roar can only be negated with High-Grade Earplugs, or by blocking, so if the hunter does not have HGE or a blocking weapon, they will probably be affected by this roar. Panic Diving is not recommended, as it merely delays the affect of this roar, meaning Diablos has more time to recover and attack the hunter while they are still covering their ears.
If this attack is rendered ineffective with the use of HGE or a blocking weapon, this will be a good opportunity to attack Diablos, particularly the tail, which is vulnerable for the duration of the roar.


Tunneling Attack Ailment Inflicted: None
Normal Mode

Diablos digs into the ground, disappearing for a brief moment, then tunnels towards the hunter (which can be seen as a cloud of dust moving along the ground). Upon reaching the hunter's position, Diablos will leap out of the ground, hitting any hunters standing above it.
At High-Rank and above, Diablos can change its direction mid-dig.
This attack is often immediately followed on by a Tail Smash.

Rage Mode
You cannot sonic bomb him while he is in rage mode.
Evasive Maneuver

At low-rank, simply running perpendicular to Diablos' tunneling direction allows the hunter to avoid this attack, as Diablos cannot change direction mid-dig. At higher ranks, the hunter will have to change the direction they are running in, as Diablos can adjust its tunneling direction.
If it is impossible to avoid this attack simply by running, it is a good idea to Panic Dive.
If the hunter ends up behind Diablos after it executes this attack, move away to avoid the possible Tail Smash that can follow. If near the head, this time can be used to damage Diablos' horns.


Uppercut Ailment Inflicted: None
Normal Mode

Diablos swings its whole body, and thrusts its horns into the air, in an attempt to "uppercut" the hunter, moving forwards while doing so. The tail also wings significantly, and can cause damage to the hunter. Diablos may repeat this move directly after the first attack, swinging to the opposite side.
Generally performed when Diablos is a medium distance from the hunter.

Rage Mode
More likely to be performed twice in succession.
Evasive Maneuver

Rolling in-between Diablos' legs just as this attack is beginning should allow the hunter to avoid the head, although they may still be hit by the tail (which inflicts less damage). Rolling in the opposite direction to this attack should also allow the hunter to escape uninjured. Panic Diving is also an acceptable option, as the period of invulnerability this grants should allow the hunter to pass through this attack without being hit.
It is also possible to block this attack, but it will drain large amounts of stamina if it hits twice.
If the hunter is nearby Diablos after it finishes this attack, they will be able to deal some damage in the time Diablos is attacking. If too far away, there will be no counter-attack possible, and the player will have to wait until Diablos comes closer, or run towards Diablos.

MH3Modifier

  • This Section only covers moves introduced/changes to existing moves in Monster Hunter Tri

Diablos' roar now has significantly less range, and can be avoided with a Panic Dive.

Catapault Ailment Inflicted: None
Normal Mode

When Diablos is underground, there will be a series of tremors, which will cause the hunter to be affected with the "Quake" effect if they are nearby. After this, Diablos will launch itself towards the hunter, "uppercutting" the hunter with its horns when it lands.It also will swing it's tail which gives the hunter minimal damage compared to the damage that he/she will take if hit by the head.

Rage Mode
Performed more often when Diablos is enraged.
Evasive Maneuver

Run perpendicular to the series of tremors, and roll/Panic Dive as Diablos approaches.
Blocking is possible for hunters using a weapon capable of doing so, but will drain large amounts of stamina, particularly if not using any Guard skills.
If the hunter ends up behind Diablos after it performs this attack, they can use the time Diablos spends recovering to deal some damage to the tail or the belly of Diablos.

MHP3rdModifier

Instead of causing a series of tremors, Diablos' Catapault attack now causes a "plume" of sand to appear when it is buried before it launches itself at the hunter.

Quick Horn Thrust Ailment Inflicted: None
Normal Mode

Diablos lowers its head, runs towards the hunter, then flicks its head up when it gets close, all within a short period of time. This attack has very little warning, and also a short recovery time.

Rage Mode
None worth mentioning
Evasive Maneuver

Rolling/Panic Diving to either side should work, as Diablos cannot change direction during this attack, but this can be difficult to do, as this attack is quite fast.
Blocking is possible, making this a safe option for hunters using a weapon capable of doing so.
This attack has a short recovery time, so it will be difficult for hunters to counter-attack Diablos. The player may manage to get 2-3 hits in if they are behind Diablos after it executes this attack, but this is unlikely, and it is recommended to wait until Diablos performs an attack with a longer recovery time before attacking.

Interférence d'un bloqueur de publicité détectée !


Wikia est un site gratuit qui compte sur les revenus de la publicité. L'expérience des lecteurs utilisant des bloqueurs de publicité est différente

Wikia n'est pas accessible si vous avez fait d'autres modifications. Supprimez les règles personnalisées de votre bloqueur de publicité, et la page se chargera comme prévu.

Sur le réseau FANDOM

Wiki au hasard