by Noah Mar 06,2025
Monster Hunter's renowned for its diverse weapon selection and engaging gameplay. But did you know even more weapons exist, absent from recent titles? This exploration delves into the history of Monster Hunter weaponry.
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Monster Hunter boasts a rich history, spanning over two decades since its 2004 debut. A key element is its varied weapon arsenal. Monster Hunter Wilds offers fourteen distinct weapon types, each demanding mastery of unique strengths, weaknesses, movesets, and mechanics.
Significant evolution distinguishes the original Great Sword from its modern counterpart. Moreover, older weapons, previously unreleased in the West, add to the franchise's legacy. Let's examine the evolution of these crucial hunter tools.
These weapons debuted in the original Monster Hunter and its variations. These foundational weapons have endured, evolving with refined movesets and mechanics.
Arguably the franchise's most iconic weapon, the Great Sword's presence dates back to 2004. Its high damage potential comes at the cost of slow attack speed and movement. While capable of immense single-hit damage, its sluggishness is comparable to a charging Gravios. The heavy blade can function as a shield, though at the expense of stamina and sharpness.
Early iterations emphasized hit-and-run tactics and precise spacing. While combos existed, slow animations hindered their practicality. A unique aspect was the damage variance based on impact location—the blade's center dealt maximum damage.
Monster Hunter 2 introduced the iconic Charged Slash, a multi-level charge attack culminating in a devastating swing. This remains a defining feature.
Subsequent games built upon the charge mechanic, adding finishers and improved combo flow, despite maintaining inherent slowness. Monster Hunter World's shoulder tackle allowed for quicker access to charged attacks.
The Great Sword presents a low skill floor, high skill ceiling. Basic hit-and-run is accessible, but maximizing damage through precise True Charged Slashes separates skilled users.
The Sword and Shield embodies versatility, offering a balanced approach. While individual strikes deal moderate damage, it compensates with rapid combos, blocking capabilities, mobility, and utility. Initially considered a beginner weapon, its complexity has increased with added mechanics and attacks.
Early gameplay revolved around quick slashes, combos, and superior mobility. Monster Hunter 2 enabled item usage while the weapon remained drawn.
Later installments expanded the moveset, notably with the shield bash combo (Monster Hunter 3), backstep and jumping attacks (Monster Hunter 4), and the Perfect Rush combo and aerial finishers (Monster Hunter World and Monster Hunter Rise).
Despite its short range and moderate damage, the Sword and Shield remains a jack-of-all-trades. Infinite combos, quick attacks, built-in evasion, powerful finishers, and a reliable block make it a deceptively deep weapon.
Hammers, alongside Hunting Horns, specialize in blunt damage, incapable of severing tails but effective at breaking parts, particularly heads. Post-Monster Hunter 2, the Hammer became synonymous with KO potential due to its head-stunning capabilities.
Its gameplay resembles the Great Sword's hit-and-run style, but with surprisingly higher mobility and the inability to block. The charge mechanic uniquely allowed movement during charging.
Moveset changes were incremental until Monster Hunter World and Monster Hunter Rise. These introduced Big Bang and Spinning Bludgeon, significantly enhancing offensive options beyond the signature golf swing and Superpound.
Two modes, Strength and Courage, were added, each altering charge attacks and effects. Effective Hammer use requires understanding mode switching based on the monster and maintaining charge while moving.
The Hammer's objective is straightforward: target the head for KOs. This simplicity belies the skill required to execute charged attacks and combo finishers effectively.
The Lance embodies the principle "a good offense is a great defense." Its long reach for ranged attacks and substantial shield for blocking make it the epitome of defensive prowess. The shield blocks most attacks, and with proper skill setups, even normally unguardable ones. Despite its limited mobility and attacks, it delivers considerable damage.
Gameplay resembles an outboxer, prioritizing ranged pokes from a guarded position. Core attacks involved forward and upward thrusts, chainable up to three times. The counter mechanic further reinforced this outboxer style. Running charge and shield bash attacks aided in closing distance.
Often perceived as "boring" due to its less flashy animations, the Lance's design is unique. It rewards players for standing their ground rather than evasive maneuvers, transforming the hunter into a formidable tank.
The Light Bowgun is a ranged weapon present since the first generation. Its mobility and faster reload speed, due to its smaller size, make it easier and safer to handle than its heavier counterpart.
The trade-off for mobility is limited firepower and ammunition. Customization options include barrels, silencers, and scopes.
While lacking the heavier Bowgun's ammunition variety and raw power, the Light Bowgun's rapid-fire capability allows it to surpass other ranged weapons in ease of use.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat by introducing optimal distances for maximum damage, varying by ammunition type.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver post-shot, enhancing its run-and-gun style.
The Light Bowgun has evolved beyond a "weaker" counterpart. Its simple design has become robust, maintaining ease of use while offering advanced mechanics and specialization.
The Heavy Bowgun is the premier ranged weapon of the first generation. High damage and access to special ammunition make it ideal for long-range artillery. However, its size and weight severely restrict mobility.
While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers flexibility through its diverse ammunition types. Its slow movement is offset by the ability to equip a shield.
Its design remained largely consistent, serving as a powerful artillery or support weapon. Low mobility, however, can lead to downtime if the monster targets the wielder.
A major change in Monster Hunter 3 was Siege Mode, allowing continuous firing without reloading. Monster Hunter World introduced Wyvernheart (minigun) and Wyvernsnipe (powerful single-shot) special ammunition, independent of regular ammunition.
Preparation is key. Stronger ammunition requires crafting, adding a strategic layer to gameplay. The Heavy Bowgun's core identity remains unchanged: powerful ammunition for significant damage.
The Dual Blades are among the flashiest weapons, prioritizing speed and excelling at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being a first-generation weapon, they were only introduced in the Western release of Monster Hunter.
Speed and fluid combos define the Dual Blades, surpassing the Sword and Shield in pure offense. Individual attacks are weak, but their rapid succession accumulates significant damage.
The defining feature is Demon Mode, a temporary state boosting damage and access to additional attacks and maneuvers at the cost of continuous stamina drain.
Subsequent releases built upon this, introducing the Demon Gauge (Monster Hunter Portable 3rd and Monster Hunter 3 Ultimate), allowing access to Archdemon Mode—a powered-up state without stamina drain.
The Demon Dash, a unique movement tool, provides mobility. In Monster Hunter Generations Ultimate, Adept Hunter Style linked perfect dodges to the Demon Dash, granting damage boosts and enhanced dashes.
While the core concept remains, nuances and additions have refined the offensive playstyle. Archdemon Mode significantly altered gameplay, incentivizing sustained powered-up combat.
Introduced in the second generation, these weapons are akin to their first-generation counterparts but with distinct movesets and mechanics.
The Long Sword is known for its fluid combos, high damage, and mechanics. Cosmetically similar to katanas among first-generation Great Swords, it gained its own moveset in Monster Hunter 2. While functionally similar to the Great Sword in damage output, it offers superior mobility and smoother combos. However, it lacks a block.
The Spirit Gauge mechanic is central to its gameplay. Initially, it filled with successful attacks, enabling the Spirit Combo—a high-damage attack string.
Monster Hunter 3 added Spirit Gauge levels and the Spirit Roundslash finisher, further enhancing the combo and providing stronger attack buffs based on the gauge level.
Monster Hunter World introduced the Spirit Thrust Helm Breaker finisher and the Foresight Slash parry, enhancing combo flow and adding defensive capabilities.
Iceborne's Iai Stance added Iai Slash and Iai Spirit Slash, providing faster Spirit Gauge filling and another parry option.
The Long Sword remains combo-focused, but has evolved into a more counter-based weapon, integrating parries and counters into fluid combos. Efficient Spirit Gauge management remains crucial.
The Hunting Horn is a support weapon, introduced in Monster Hunter 2. Its unique Recital mechanic allows playing notes to trigger various beneficial effects, such as attack and defense buffs, and healing.
Like the Hammer, it deals blunt damage, prioritizing head targeting for stuns. However, its damage is generally lower due to its support capabilities.
Changes focused on refining the Recital mechanic. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity. Subsequent releases aimed to seamlessly integrate performance and attacks.
Monster Hunter World introduced song queuing, allowing simultaneous activation of multiple effects. Echo Notes, activated by specific attacks, provided additional buffs in designated areas.
Monster Hunter Rise overhauled the weapon, simplifying Recital activation and reducing the song list, making it more accessible but also less complex. This change proved divisive.
Introduced in the second generation, the Gunlance blends Lance and Bowgun elements. It functions like a Lance with a large shield and piercing attacks but adds explosive shelling. Ammunition is unlimited, replenished upon reloading.
Visually similar to the Lance, its gameplay differs significantly. Attacks are primarily slashing, and it features finishers like the Wyvern's Fire—a charged explosive attack.
Shelling abilities vary by Gunlance, affecting explosion strength. Monster Hunter 3 introduced quick reload for infinite combos and the Full Burst downward slam. Additional shell charging for single attacks was also added.
Monster Hunter X introduced the Heat Gauge, impacting attack damage and introducing overheating mechanics. Monster Hunter World added the Wyrmstake Shot finisher.
The Gunlance's unique reloading mechanics and balance between shelling and physical attacks set it apart. Effective use requires managing shelling to avoid overheating.
The Bow is the most agile ranged weapon, specializing in close-to-mid-range combat and utilizing mobility. It functions similarly to melee weapons, relying on combos for maximum damage and featuring chargeable attacks. Ammunition is used, and Coatings modify damage and effects.
Its hit-and-run style prioritizes weak point targeting and multi-hit attacks for elemental damage. Shot Types, initially present, were simplified in later games.
Monster Hunter World standardized the moveset, integrating Shot Types into base attacks and making Close-Range Coating infinite. Monster Hunter Rise reintroduced Shot Types, tying them to charge levels.
Despite weapon-specific finishers, the Monster Hunter World overhaul enhanced its aggressive, combo-heavy style, differentiating it from the Bowgun's point-and-shoot approach.
These weapons debuted in Monster Hunter 3 and Monster Hunter 4, respectively. Besides the Insect Glaive's unique buff system, they are transforming weapons with distinct mechanics tied to their transformed states.
The Switch Axe (Monster Hunter 3) has Axe and Sword modes. Initially requiring a quest to unlock its crafting, it later became readily available.
Gameplay balances offense between modes. Axe Mode is more mobile and long-reaching, with an infinite stamina-based combo. Sword Mode offers higher damage, phial usage, and the Elemental Discharge finisher.
While the core design remains, morphing capabilities improved over time. Monster Hunter World introduced Amped, empowering Sword Mode attacks. Monster Hunter Rise extended Amped to both modes, encouraging form-switching.
The Switch Axe's form-swapping and explosive combat style make it a unique addition.
The Insect Glaive (Monster Hunter 4) is designed for aerial combat. It uses a Kinsect to collect essences for buffs. The Kinsect can be freely controlled or home in on tagged monsters. It excels at mounting monsters.
While basic attacks are unremarkable, collecting red, white, and orange essences provides attack, mobility, and defense buffs. Collecting all three provides stronger, non-resetting buffs.
Changes have been incremental, focusing on additional attacks and finishers. Monster Hunter World: Iceborne added the Descending Thrust finisher.
Monster Hunter Rise simplified Kinsect upgrades and introduced Kinsect types (Normal, Assist, Powder, Speed), making it more accessible.
Gameplay revolves around efficient essence collection for maximum buff uptime. Gold upgrade system improvements addressed material requirements.
The Charge Blade (Monster Hunter 4) is a transforming weapon with Sword and Axe modes. Sword Mode charges phials, while Axe Mode unleashes Amped Elemental Discharge. It's considered one of the most challenging weapons.
It utilizes guard points to efficiently charge phials. Phial types vary by weapon. Fluid combos and versatility are balanced by the weapon's complexity.
Mastering guard points and mode transitions is crucial for maximizing damage and defense. Understanding monster behavior is essential for optimal Guard Point usage.
The Charge Blade is a rewarding but challenging weapon, offering versatile offense and deep mechanics.
While Monster Hunter Wilds features fourteen weapons, more exist in the franchise's history, unreleased in the West. Given the series' longevity, new weapons or ports of existing ones are likely. The potential for future additions enhances the already captivating gameplay.
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