Mechanics

Both pages in this bucket describe a moment where the game acts without asking you again. A head-to-head resolves the instant two attacks meet, on a rule you agreed to when you picked your move, and the autosave fires when it decides you have reached somewhere worth remembering. Neither is negotiable after the fact, so this guide is about the choices you get to make before each one lands.

The triangle decides the clash, not your numbers

Attacks come in three flavours and they answer to a loop rather than to stats. Power beats Technical, Technical beats Speed, and Speed beats Power, and when your attack runs straight into the monster's, the two collide in a head-to-head that this loop settles rather than your stat sheet. Pick the losing side and the return blow is heavy, which is why the first thing to learn about any new monster is not how much health it carries but which of the three it favours.

Your pickBeatsLoses to
PowerTechnicalSpeed
TechnicalSpeedPower
SpeedPowerTechnical

Our attack type and weakness table lists 58 monsters with the type each one opens on. Technical leads on 24 of those rows, Power on 18 and Speed on 16, so the habit worth building early is not assuming brute force is the safe answer. A weapon weakness, slashing, piercing or blunt, is recorded on 26 of the same rows, which makes the attack type the half you can rely on and the damage type a bonus when the table knows it.

States change the answer mid-fight

A monster keeps its opening type only while it is calm. Glavenus runs Power by default, switches to Technical once it is enraged and drops to Speed while it charges a Blazeball, and Royal Tigrex opens on Speed and reaches for Power the moment it rages. Nargacuga simply takes two actions in a turn when it is angry. Watch for the change rather than locking in a plan from the table, and read the fight notes in our monster retreat guide before a boss you intend to farm.

Double Attacks and the gauge they fill

Matching your Monstie is the reward layer on top of the triangle. When you and your partner throw the same type into a head-to-head and win it, the pair land a Double Attack, which cancels what the monster was about to do and leaves you untouched. That is worth more than the damage, because a turn where nothing hits you is a turn your potions stay in the bag.

The blue bar beside your health is the Kinship Gauge, and it climbs as you keep swinging. It pays for four things: a Kinship Skill, climbing onto your Monstie, a Double Kinship and your Rider Skills, with special attacks drawing from the same pool. The Monsties Combat Menu lists whatever the pair of you can currently afford. Two of the retreat conditions in this game are written in that currency, since Glavenus wants to be finished by a Mizutsune kinship ability and Lagiacrus goes home faster after a Rathalos Kinship Skill, so treat the gauge as something to spend deliberately rather than as soon as it fills.

The undo button, and where it lives

The other system that moves without you is the save. The game writes automatically when you cross into a new area, touch a checkpoint or hit a turning point in the story, and a small icon in the bottom-left corner is the only announcement you get. That covers ordinary travel, but it is not a plan for a fight you expect to lose, and a first run at a sleeping Royal Monster is exactly that kind of fight.

For those, take the wheel yourself. Our save guide covers the two manual routes: the bed in your house in Mahana Village, which opens the slot menu and writes over the automatic entry, and any Catavan point on the map, which doubles as the fast travel network you unlock at the start and can call to you. Save at a Catavan stand before you throw the first paintball, and a failed retreat costs you a retry rather than an hour.

With the turn order settled, the rest is logistics: what the dens are holding is covered in our egg and Bottle Cap guide, and the reading order for the whole game sits on the Monster Hunter Stories 2 hub.