Co-op Skills let your squad hit one Focus Part together to topple a monster and deal 150% damage. Squadmate Skills are automatic follow-ups from your squadmates, triggered by what the Main Adventurer does. Ultimates are each adventurer's own skill for damage, hindering the monster or supporting the squad, used by tapping their portrait once Ultimate Energy is full.

How Co-op Skills Work

The Co-op Skill is a coordinated squad attack you can only use in co-op hunts. It runs on the Co-op Gauge, which the whole squad shares and fills by landing attacks and using healing effects.

The Co-op Gauge sits above your adventurer's portrait on the right of the screen.

The Co-op Gauge circled above the adventurer's portrait on the right of the battle screen

When the gauge is full, "Co-op Skill ready!" pops up next to the squad list and the gauge turns into the Co-op Skill button.

"Co-op Skill ready!" pop-ups next to the squad list and the Co-op Skill button where the gauge was

Use the Co-op Skill to mark a Focus Part on the monster. According to the in-game tutorial, a miss does not use up the Co-op Gauge.

Once your Co-op Skill hits, your squadmates have a time limit to use theirs and follow up on the Focus Part. During the follow-up, pressing the Co-op Skill button locks on to the Focus Part automatically. The screen shows the part being focused, such as "Focusing: Head", and which squadmates are on it.

The Focus Part marker on the monster's head, with "Focusing: Head" and the squadmates targeting it shown at the top

If everyone lands their follow-up on the Focus Part in time, the monster is toppled (it falls over) and takes more damage while it is down.

Radiant Pukei-Pukei toppled after a successful Co-op Skill, with "Nicely done!" pop-ups next to the squad list

After a successful Co-op Skill, "Damage × 150%" appears at the top of the screen. In our play it showed 150% both times we checked. A successful follow-up can also grant resources or special follow-ups that depend on the adventurer.

"Damage × 150%" shown at the top of the screen after a successful Co-op Skill

Agree on the part to target before you start: even with the automatic lock-on, you can miss if you are too far away or on the other side of the monster. Without voice or chat, aim for parts that are easy to hit, such as the head or tail. Since a toppled monster takes more damage, start the Co-op Skill when everyone has their Bursts or Ultimates ready.

What Squadmate Skills Are and How to Trigger Them

Squadmate Skills are automatic follow-up attacks from your squadmates. Each one activates when the Main Adventurer, the adventurer you control, does a certain thing. The effects differ by adventurer. In the three adventurers checked for this guide, one per class, the trigger matched the adventurer's class:

Class (example)When the Squadmate Skill activates
Assault (Midori)Activates when the Main Adventurer or any Ultimate suppresses the monster, dealing heavy sever damage
Disruptor (Keres)Activates when the Main Adventurer performs a successful React, applying a debuff to the monster
Support (Arkaya)Activates when the Main Adventurer's Burst Skill hits, granting the squad Ultimate Energy and a shield
Midori's Squadmate Skill, Instant Follow-Up, which activates when the Main Adventurer or any Ultimate suppresses the monsterKeres's Squadmate Skill, Feral Intimidation, which activates on a successful ReactArkaya's Squadmate Skill, Battle Spirit Charge, which activates when the Main Adventurer's Burst Skill hits

After a Squadmate Skill activates, it goes on cooldown, and the length depends on the adventurer. On the skill screens checked for this guide, Midori's and Keres's show once every 40 seconds, and Arkaya's once every 50 seconds.

The white bar under each squadmate's portrait shows the cooldown. When the bar is full, that squadmate's Squadmate Skill can activate again when its trigger condition is met.

White cooldown bars under the squadmates' portraits on the right of the battle screen

How to Charge and Use Ultimates

Every adventurer has their own Ultimate. Depending on the adventurer, it does things such as dealing big damage, hindering the monster or supporting the squad. The Fated Adventurer's Ultimate, Explosive Shot: Spikes, fires special slinger ammo for massive damage.

The Explosive Shot: Spikes unlock screen: "Use your Ultimate to fire special slinger ammo and deal massive damage."

Ultimates need Ultimate Energy. In our play, Ultimate Energy filled slowly on its own during combat. Support Squadmate Skills also give the squad Ultimate Energy, and Visages can roll an Ultimate Charge Rate bonus.

The Visage Effects Overview with an Ultimate Charge Rate bonus highlighted

When the Ultimate Energy is full, tap that adventurer's portrait to use the Ultimate. A brightly lit portrait means the Ultimate is ready, and a faded one means it is not.

A red arrow pointing to the highlighted adventurer portrait on the right of the battle screen, which you tap to use the UltimateAdventurer portraits on the right: lit portraits have an Ultimate ready, faded ones do not

Adventurers belong to three classes, Assault, Disruptor and Support, and their Ultimates generally suit the class: Assault Ultimates typically focus on damage, while Disruptor Ultimates hinder the monster or apply debuffs. This also works for squadmates, for example "Tap to unleash Raya's Ultimate and suppress the Kulu-Ya-Ku."

The prompt "Tap to unleash Raya's Ultimate and suppress the Kulu-Ya-Ku" next to Raya's highlighted portrait

Time your Ultimates around chances to deal big damage or when the monster is vulnerable. A Disruptor Ultimate that hinders or restrains the monster can create an opening for an Assault adventurer to follow up with powerful attacks.

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