Monster Hunter's renowned for its diverse weapon selection and engaging gameplay. But did you know even more weapons exist, absent from recent titles? Discover the rich history of Monster Hunter weaponry below.
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A Look Back at Monster Hunter Weapons
Monster Hunter boasts a long 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 with unique strengths, weaknesses, movesets, and mechanics to master.
The evolution of weapons like the Great Sword, from its initial iteration to its modern counterpart, is dramatic. Moreover, several older weapons, never released in the West, remain. Let's delve into Monster Hunter's history, focusing on the hunter's essential equipment: their weapons.
First Generation Weapons
These weapons debuted in the original Monster Hunter and its variations. Series veterans, they've evolved significantly, boasting refined movesets and mechanics.
Great Sword
Arguably the franchise's most iconic weapon, the Great Sword has been a mainstay since 2004. Known for its immense power, its high damage comes at the cost of slow attacks and movement – as sluggish as a charging Gravios. The heavy blade can also function as a shield, consuming stamina and sharpness.
Initially, gameplay centered on hit-and-run tactics and precise spacing. While attacks could be chained indefinitely, slow animations made this less effective. A unique feature was the increased damage from striking with the blade's center compared to the tip or hilt.
Monster Hunter 2 introduced the iconic Charged Slash. Charging the attack (up to three levels) unleashes devastating swings. This move became a defining feature of the weapon.
Subsequent games built upon this charging mechanic, adding finishers and improved access to charged attacks. Combos became smoother and more efficient, despite the weapon's inherent slowness. Monster Hunter World's shoulder tackle, for example, allowed for quicker access to charged attacks after absorbing blows.
The Great Sword offers a low skill floor but a high skill ceiling. Mastery lies in maximizing damage by executing True Charged Slashes in brief openings.
Sword and Shield
The Sword and Shield embodies versatility. While dealing relatively low damage per hit, it compensates with rapid combos, blocking capabilities, high mobility, and utility. Initially considered a beginner weapon, its complexity grew with added mechanics and attacks.
Early gameplay focused on quick slashes, combos, and mobility. Monster Hunter 2 allowed item usage while the weapon remained drawn.
Later iterations expanded the moveset, adding shield bash combos (Monster Hunter 3), backstep and jumping attacks (Monster Hunter 4), and Perfect Rush combos 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. Its infinite combo, quick attacks, built-in evasion (backstep), powerful finishers, and blocking ability make it a surprisingly deep weapon.
Hammer
One of two blunt weapons (dealing impact, not cutting damage), Hammers cannot sever tails but excel at breaking parts, particularly heads. Post-Monster Hunter 2, Hammers became renowned for their KO potential.
Gameplay resembled the Great Sword's hit-and-run style, but with surprisingly high mobility and no blocking capability. The charge mechanic uniquely allowed movement while charging.
The moveset remained largely unchanged until Monster Hunter World and Monster Hunter Rise, which introduced Big Bang and Spinning Bludgeon attacks, adding significant offensive options.
Two modes, Strength and Courage, were also added, altering charge attacks and effects without significantly impacting damage output. Effective Hammer use requires mastering mode switching based on the monster and maintaining charge while moving.
The Hammer's goal is simple: target the head and KO the monster. This requires skill, rewarding players with opportunities to unleash powerful charged attacks and combo finishers.
Lance
The Lance embodies the principle that "a good offense is a great defense." Its long reach allows for ranged attacks, while its large shield blocks most attacks, even unguardable ones with proper skill builds. Despite limited mobility and attacks while drawn, it boasts considerable damage.
Gameplay resembles an outboxer's strategy: poking from a distance while protected. Main attacks include forward and upward thrusts (chainable up to three times), reinforced by a counter mechanic. Running charge and shield bash attacks close the distance.
Often perceived as "boring" due to its less flashy animations, the Lance uniquely rewards players for standing their ground. It transforms the hunter into a tank, exceeding the Gunlance's defensive capabilities.
Light Bowgun
The Light Bowgun is a mobile ranged weapon, a first-generation staple. Its smaller size allows for normal movement speed while drawn, faster reload times, and easier handling.
The trade-off is limited firepower compared to the Heavy Bowgun. Customization options include long barrels, silencers, and scopes. The Light Bowgun's rapid-fire capability for certain ammo types allows it to outperform other ranged weapons despite its limitations.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat. Optimal damage depended on both ammo type and distance.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver after shooting, enhancing its run-and-gun style.
The Light Bowgun has evolved beyond a "weaker" counterpart, offering ease of use without sacrificing mechanics or specialty.
Heavy Bowgun
The Heavy Bowgun is the premier first-generation ranged weapon. High damage and access to most special ammo make it ideal for long-range artillery. However, its size and weight restrict movement while drawn.
While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers flexibility with a wider ammo selection. Its slow movement speed can lead to downtime if the monster focuses on the wielder. It can also be customized and equipped with a shield.
Its design remained largely consistent, acting as a powerful artillery or support weapon.
Monster Hunter 3 introduced Siege Mode for continuous shelling without reloading. Monster Hunter World added Wyvernheart (minigun) and Wyvernsnipe (powerful single-shot) special ammo, requiring strategic ammunition management.
The Heavy Bowgun's core identity remains unchanged: high-powered weaponry demands powerful ammunition.
Dual Blades
The flashy Dual Blades prioritize speed, excelling at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being a first-generation weapon, it only appeared in Western releases of the original Monster Hunter game.
Speed and fluid combos define Dual Blades gameplay, surpassing the Sword and Shield in pure offense. Individual attacks are weak, but their rapid succession adds up.
Demon Mode increases damage and access to more attacks, but drains stamina. Monster Hunter Portable 3rd and Monster Hunter 3 Ultimate introduced the Demon Gauge, filling with attacks and enabling Archdemon Mode, a more powerful state without stamina drain.
Archdemon Mode significantly altered gameplay, incentivizing sustained use rather than cycling in and out of Demon Mode. The Demon Dash, a unique movement tool, was further enhanced in Monster Hunter Generations Ultimate with Adept Hunter Style, providing a perfect dodge with damage and movement buffs.
While core gameplay remains consistent, refinements and additions have enhanced its offensive capabilities. Archdemon Mode's introduction revolutionized the weapon's potential.
Second Generation Weapons
Introduced in the second generation, these weapons are akin to their first-generation counterparts but with distinct movesets and mechanics.
Long Sword
The Long Sword is known for its fluid combos, high damage, and advanced mechanics. Cosmetically similar to katanas among first-generation Great Swords, it received its own moveset in Monster Hunter 2. While functionally similar to the Great Sword (high damage, slashing), it boasts higher mobility and more fluid combos, but lacks a block.
The Spirit Gauge, filled by landing attacks, enables the Spirit Combo, a powerful damage-dealing string of attacks.
Monster Hunter 3 added Spirit Roundslash, a finisher that increased Spirit Gauge levels (white, yellow, red), providing progressively stronger attack buffs.
Monster Hunter World added a new finisher and a parry attack (Foresight Slash), enhancing combo flow. Iceborne introduced Iai Stance with Iai Slash and Iai Spirit Slash, providing faster Spirit Gauge filling and another parry option.
The Long Sword's combo-oriented design evolved into a counter-based style, integrating parries and counters for quicker access to its peak potential.
Hunting Horn
The Hunting Horn is a support weapon, introduced in Monster Hunter 2. Its unique Recital mechanic involves playing notes (three colors) to trigger various beneficial effects (attack/defense buffs, healing). It deals impact damage, prioritizing head targeting for stuns. It's generally weaker than the Hammer in raw damage due to its support capabilities.
Changes primarily focused on the Recital mechanic until Monster Hunter Rise, which overhauled the weapon. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity. Monster Hunter World introduced song queuing, streamlining buff activation. Iceborne added Echo Notes, providing additional buffs in specific areas.
Monster Hunter Rise simplified Recital execution and reduced the song list, making the weapon more accessible while potentially sacrificing complexity.
Gunlance
A hybrid of Lance and Bowgun, the Gunlance (introduced in the second generation) combines a large shield and piercing lance with explosive shelling. Unlike Bowguns, shelling is unlimited, replenishing upon reloading.
Visually similar to the Lance, it differs in slashing attacks and finishers (Wyvern's Fire, a charged explosive attack). Shelling types vary depending on the Gunlance, affecting attack power.
Monster Hunter 3 added a quick reload mechanic for infinite combos, Full Burst (downward slam), and additional shell charging. Monster Hunter X introduced the Heat Gauge, increasing damage with shelling but risking overheating. Monster Hunter World added Wyrmstake Shot, an impaling finisher.
The Gunlance's unique reload/unload mechanics and balance between shelling and physical attacks remain defining features.
Bow
The Bow, introduced in Monster Hunter 2, is the most agile ranged weapon, specializing in close-to-mid-range combat. It functions similarly to melee weapons, using combos and chargeable attacks (more arrows with successful charges). It uses coatings to enhance damage or inflict elemental/status effects.
Mobility and fluid combos are its strengths. While earlier games used Shot Types (limiting attacks per bow), Monster Hunter World made the moveset universal and combo-heavy, integrating Shot Types into the base moveset. Monster Hunter Rise reintroduced Shot Types, tied to charge levels.
Monster Hunter World's overhaul enhanced its aggressive, combo-heavy ranged style, differentiating it from Bowguns' point-and-shoot gameplay.
Third and Fourth Generation Weapons
These weapons debuted in Monster Hunter 3 and Monster Hunter 4, respectively. Besides the Insect Glaive's unique buff system, they are morphing weapons with distinct transformed states.
Switch Axe
The Switch Axe (Monster Hunter 3) has Axe and Sword modes. Axe Mode offers range and mobility with an infinite stamina-based combo. Sword Mode delivers higher damage, phial use, and the Elemental Discharge finisher.
The weapon's design centers on balancing both modes. Monster Hunter World introduced Amped state, empowering Sword Mode attacks. Monster Hunter Rise extended Amped to both modes, encouraging form switching for maximum damage.
The Switch Axe's form-swapping mechanics and explosive combat style remain unique.
Insect Glaive
The Insect Glaive (Monster Hunter 4) excels in aerial combat. It uses a Kinsect (controlled insect) to gather essences for buffs (red, white, orange for attack, mobility, and defense). It's adept at mounting monsters.
The core gameplay revolves around quickly gathering essences for enhanced states. Monster Hunter World: Iceborne added Descending Thrust, a much-needed air-to-ground finisher. Monster Hunter Rise simplified Kinsect upgrades and introduced new Kinsect types.
Charge Blade
The Charge Blade (Monster Hunter 4) is another transforming weapon with Sword and Axe modes. Sword Mode charges phials, while Axe Mode unleashes Amped Elemental Discharge. It's known for its complexity.
Mastering Guard Points is crucial for charging phials while defending. Understanding mode transitions and monster behavior is essential for maximizing Guard Points.
The Charge Blade's balanced offense and complex mechanics make it a rewarding but challenging weapon.
Future Weapons?
While Monster Hunter Wilds features fourteen weapons, more exist from past games, unreleased in the West. Given the series' longevity, new weapons or ports of existing ones are likely. The potential for further weapon additions remains exciting.