Companion System#
Companions are the hunting party’s most reliable off-roster combat power: the Palico handles combat support, and the Seikret handles travel and resupply. The Palico has a complete gear tree and support skill configuration, while the Seikret offers rich appearance customization and on-the-move resupply capability.
The Palico#
| Item |
Details |
| Role |
A combat partner that stays with you throughout the hunt |
| Gear |
Independent weapon and armor trees, updated with story-rank tiers |
| Support |
Versatile loadouts of attack, healing, traps, and buffs |
| Customization |
Appearance and gear can be layered |
Palico Gear Route#
| Stage |
Advice |
| Low Rank |
Upgrade with companion-series materials from the current chapter’s monsters |
| High Rank |
Prioritize defense; leave damage output to the player |
| Endgame |
Tempered companion gear, rarity following the player’s line |
Party Size and Standby Rules#
Whether the Palico can fight is decided by party size — the most commonly misread companion rule:
| Party size |
Palico status |
| 1-2 players |
Everyone may bring companions into the field |
| 3-4 players |
All Palicoes forced on standby, no combat participation |
| Party grows past 3 mid-quest |
Deployed Palicoes immediately return to camp |
Standby does not mean zero output: standby Palicoes train on their own at camp, gaining modest growth. Want companion firepower? Keep the party at two or fewer; fixed four-player crews should treat standby growth as bonus income. The Seikret is not subject to this rule — see below.
Palico Equipment System#
Palico equipment comes in three slots: weapon, head armor, and body armor.
| Slot |
Details |
| Weapon |
Two types — severing and blunt: severing can cut tails, while blunt more easily triggers stuns |
| Head armor |
Forms the defensive front together with body armor |
| Body armor |
The main line of defense, updated with gear tiers |
Beyond the weapon, the Palico’s ranged throwing attack is calculated separately. Level-ups simultaneously boost attack, defense, and support skill effects — level is its most straightforward combat-power curve.
The Seikret#
| Function |
Details |
| Auto-navigation |
Sets the course automatically after a map pin |
| Weapon pouch |
Carries a second weapon; swap the moment you dismount |
| On-the-move actions |
Sharpen, eat items, and gather without stopping |
| Stealth movement |
Hold to enter stealth; approach more safely |
Seikret Customization#
| Item |
Contents |
| Appearance |
Tack and plumage can be customized |
| Skill tendencies |
Guidance sensitivity and combat assist are adjustable |
| Customization scope |
Affects appearance only; movement performance and navigation are unchanged |
The Seikret and the Palico have roles that must be understood separately: the Seikret is a non-combat mount handling travel, retreat, and on-the-move resupply, taking part in no combat whatsoever; the Palico is the combat partner — there is no mounted combat. And precisely because the Seikret takes no combat slot, it accompanies you whether the party is one or four, unaffected by the Palico standby rules.
Companion Synergy Tips#
| Tip |
Benefit |
| Hunt with your companion |
At two or fewer players the Palico fights throughout — a steady source of damage padding and crowd control |
| Companion items |
Switch the Palico’s healing and buffs to fit the situation |
| Stealth ambush |
Approach with the Seikret in stealth, dismount, and open with a sneak attack |
| Standby growth |
In 3-4 player parties, Palicoes still gain modest growth training on their own at camp |
FAQ#
| Question |
Answer |
| Can the Palico die |
No — it automatically rejoins after being knocked out |
| Must I farm companion gear specifically |
No — materials picked up along normal quests are enough |
| Can the Seikret fight |
It does not take part in combat; its role is travel and support |
| How many companions can I bring |
Each hunter gets one Palico and one Seikret; whether the Palico deploys depends on party size, while the Seikret always comes along |
The Low-Maintenance Companion Gear Route#
| Stage |
Strategy |
| Low Rank |
Wear whatever works; no dedicated farming |
| High Rank |
Switch to the High Rank companion series; defense first |
| Endgame |
Tempered companion gear upgrades along the player’s equipment line |
The companion system is positioned as “zero-maintenance second firepower”: it needs no dedicated material farming — the natural output of story and High Rank quests is enough to keep it combat-ready. Hooking companion gear maintenance onto the same Smithy trip as every one of your own gear swaps is the most effortless rhythm.
Palico Support Skills at a Glance#
| Support skill |
Effect |
| Healing Honeyfly Delivery |
Delivers honeyflies to restore the hunter’s health |
| Cleansing Honeyfly Delivery |
Delivers honeyflies to deal with abnormal status |
| Paralysis Acorn |
Paralyzes the target, creating a control window |
| Felyne Spike Ballista |
Provides ranged supporting fire |
| Mushroom Horn |
Plays a tune granting attack and defense buffs |
Palicoes judge support timing on their own: damage-focused players lean on Healing Honeyfly Delivery to raise their error margin, control-oriented play uses Paralysis Acorn to extend damage windows, and the Mushroom Horn’s attack and defense buffs cover the whole party. The skill slots in companion gear can fine-tune these tendencies — it is a free fifth “build slot.”
Advanced Seikret Use#
| Use |
Details |
| Mobile supply station |
Sharpen, eat, and craft all along the way |
| Emergency retreat |
Mount up and disengage to recover at near death |
| Gathering chain |
Hook-and-pull consecutive gathers along the riding path |
| Stealth scouting |
Scout high-risk areas in stealth first |
The Seikret’s real ceiling lies in “full preparation while moving”: skilled players finish sharpening, crafting, and eating en route, then open the fight at full status the moment they dismount. It is the single biggest reason quest times have shrunk across this game — and the efficiency source most easily overlooked by new players.
Companion Appearance Customization#
| Item |
Contents |
| Palico |
Patterns, ear and tail shapes, colors, and gear appearance |
| Seikret |
Tack and plumage |
| Festival exclusives |
Added during festival periods |
Palicoes can adjust patterns, ear and tail shapes, colors, and other options at initial creation — none of these settings affect combat performance; a thorough mid-game makeover instead requires appearance vouchers from additional content. Companion customization runs nearly as deep as the player character’s: gear, appearance, plumage, and tack are all adjustable end to end, festival-limited companion appearances are long-term goals for collection-minded players, and the freedom of companion layering guarantees that “looking good” never has to sacrifice “hitting hard.”
Companion Habits Worth Building#
| Habit |
Benefit |
| Glance at companion status before departure |
Gear and support loadouts never fall out of sync |
| Update companion gear on the same Smithy trip as your own swaps |
Companion combat power always tracks your line |
| Confirm party size before grouping |
No discovering Palico standby only after arriving at the hub |
Companion-related goals are basically all “along-the-way” goals: bringing your companion through normal progression, customizing the Seikret once, and cycling a few gear upgrades covers them all. The only thing to watch is the formation rule — Palicoes are forced on standby at three or more players, so keep the party at two if you want companion firepower. Build the habit of glancing at companion status before every departure, and your companions will never hold you back.