Master the Zinogre hunt in Monster Hunter 4 Ultimate. Learn its attack patterns, weaknesses, breakable parts, and effective strategies to overcome the thunder wolf monarch.
Walkthrough
- 1Understand Zinogre's charge mechanic: It charges electricity to increase power. If you deal enough damage during this charge, you can interrupt it and flinch Zinogre.
- 2Recognize a fully charged Zinogre: Its attacks become more powerful and imbued with thunder, which can inflict Thunderblight. Its back hairs will stand on end.
- 3Identify rage mode: Zinogre roars and gains a perpetual blue haze over its body. In higher ranks, it enters rage mode frequently on top of being fully charged.
- 4Interrupt fully charged mode: Zinogre will not end its fully charged mode on its own. Deal enough damage to flinch it and strip away its electricity. It will drop a shiny item when this happens.
- 5Be aware of Zinogre's locations: It starts in Area 3 of the Primal Forest and roams Areas 1, 4, 5, and 8, resting in Area 9. In Heaven’s Mount, it starts in Area 6, roams Areas 1 and 5, and rests in Area 7.
Tips
- When Zinogre stomps, twice when not fully charged and three times when fully charged, sheathe your weapon and run due to its speed and tight path. In rage mode, stomps are imbued with thunder.
- The Running Charge is an indicator that Zinogre is about to charge electricity. Stay clear to avoid being bowled over.
- For the Charged Stomp (High Rank only), after the first stomp, Zinogre pauses to charge and detonate electricity before continuing. Steer clear due to its large range.
- The Horn Poke is Zinogre’s weakest attack but can chain into others, especially when fully charged. It lunges forward and swings its head down, often flowing into a backflip.
- The Backflip involves Zinogre flipping into the air and slamming its tail on the ground.
- For the Rearing Stomp, Zinogre rears up and stomps its front paws. When fully charged, it's accompanied by lightning and creates wind pressure. This is often used to start a combo.
- The Shoulderbarge is a lunge to bowl you over. When fully charged, it's accompanied by lightning.
- The Ground Shocker is an attack where Zinogre leaps up and lands on its back, often when fully charged. It hits hard and has a large range due to accompanying thunder.
- The Breakdance move involves Zinogre howling, twisting, and launching into the air while spinning, then landing. Its tail can send you flying.
- Thunder Balls are flung from Zinogre's back in an arc. They are easily avoided, especially if you are close to Zinogre's body.
- Rain of Lightning is Zinogre’s longest and widest-ranging attack. Lightning strikes where the ground lights up blue. As a finisher, flashes of lightning appear near its body. Run away as far as possible when this starts.
- Break Zinogre's horns (twice) for rare rewards.
- Break Zinogre's back, best done by mounting successfully.
- Damage Zinogre's front claws; they will show scars when broken.
- Sever Zinogre's tail to reduce the hitboxes of moves like the backflip and breakdance.
- Zinogre's elemental weakness is Ice and its status weakness is Blast.
- Shock Traps are not recommended for Zinogre. While it can be trapped, it will absorb electricity and become fully charged upon breaking free. Once fully charged, it is immune to Shock Traps. Use Pitfall Traps for capture.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content