by Noah Mar 05,2025
Monster Hunter's renowned for its diverse weapon arsenal and captivating 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 defining feature is its diverse weapon selection. Monster Hunter Wilds offers fourteen distinct weapon types, each with unique strengths, weaknesses, movesets, and mechanics.
Significant evolution distinguishes the original Great Sword from its modern counterpart. Furthermore, older weapons, absent from Western releases, add to the franchise's depth. Let's examine Monster Hunter's weapon evolution.
These weapons debuted in the original Monster Hunter and its variations. Enduring classics, they've evolved with refined movesets and mechanics.
Arguably the franchise's most iconic weapon, the Great Sword's presence dates back to 2004. Known for its immense damage, this power comes at a cost: slow attacks and movement. Its heavy blade can serve as a shield, consuming stamina and sharpness.
Initially, the Great Sword relied on hit-and-run tactics and precise spacing. While combos were possible, slow animations made extended chains inefficient. A unique feature: the blade's center inflicted greater damage than its tip or hilt.
Monster Hunter 2 introduced the iconic Charged Slash, a multi-level charge attack culminating in a devastating swing. This remains a cornerstone of the weapon's appeal.
Subsequent games refined the charge mechanic, adding finishers and smoother combo transitions, despite maintaining its deliberate pace. Monster Hunter World's shoulder tackle allowed quicker access to charged attacks.
The Great Sword offers a low skill floor, high skill ceiling. While basic hit-and-run is accessible, maximizing damage through precise timing of True Charged Slashes distinguishes skilled users.
Embodying versatility, the Sword and Shield boasts a balanced profile. Lower single-hit damage is offset by rapid combos, blocking, mobility, and utility. Initially considered a beginner weapon, its complexity has grown with added mechanics and attacks.
Early gameplay centered on swift slashes, combos, and high mobility. Monster Hunter 2 allowed item usage while the weapon remained drawn.
Later iterations expanded the moveset, notably with the shield bash combo (Monster Hunter 3), backstep and jumping attacks (Monster Hunter 4), and Perfect Rush/aerial finishers (Monster Hunter World/Rise).
Despite its short range and moderate damage, the Sword and Shield is a master of all trades. Infinite combos, quick attacks, backstep evasion, powerful finishers, and a reliable block make it a deceptively deep weapon.
One of two blunt weapons (incapable of tail cuts), the Hammer excels at breaking parts, particularly heads. Post-Monster Hunter 2, its identity solidified as the KO king.
Its playstyle mirrored the Great Sword's hit-and-run approach, but with surprisingly high mobility and no blocking. Its unique charge mechanic allowed movement during charging.
The moveset remained largely consistent until Monster Hunter World and Rise, introducing the Big Bang and Spinning Bludgeon for devastating attacks beyond its signature golf swing and Superpound.
Two modes, Strength and Courage, were added, altering charge attacks and effects. Effective Hammer usage requires understanding mode switching based on monster matchups and maintaining charge while moving.
The Hammer's objective is simple: target the head for KOs. While challenging, this strategy rewards hunters with opportunities for powerful charged attacks and combo finishers.
The Lance embodies the adage "a good offense is a great defense." Its long reach and large shield provide excellent defense, blocking most attacks (even unguardable ones with proper skill setup). Despite its limited mobility and attacks, it delivers substantial damage.
Its gameplay resembles an outboxer, utilizing long-range pokes from a guarded position. Core attacks involve forward and upward thrusts (chainable up to three times). A counter mechanic was added, reinforcing its defensive identity. Running charge and shield bash attacks aid in closing distance.
Often underestimated due to its unflashy animations, the Lance rewards players for standing their ground. It transforms the hunter into a formidable tank, surpassing even the Gunlance in defensive capabilities.
A ranged weapon since the first generation, the Light Bowgun prioritizes mobility and rapid reload speed. Its maneuverability and faster reload make it easier and safer to handle than its heavier counterpart.
Its mobility comes at the cost of limited ammunition. Customization options include long barrels, silencers, and scopes.
While lacking the firepower of the Heavy Bowgun, its rapid-fire capability (for certain ammo types) allows it to outperform other ranged weapons due to its ease of use.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat. Optimal damage now depends on both distance and ammunition type.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver, enhancing its run-and-gun style.
The Light Bowgun has evolved beyond a "weaker" version of the Heavy Bowgun. Its simplicity has been refined into a robust weapon that remains easier to use yet competitive in mechanics and specialization.
The Heavy Bowgun is the premier ranged weapon of the first generation. High damage and access to specialized ammunition make it ideal for long-range artillery. However, its size and weight hinder mobility.
While the Light Bowgun offers mobility, the Heavy Bowgun prioritizes firepower and ammunition variety. Its slow movement restricts the hunter to walking while the weapon is drawn. Customization options exist, and a shield can be equipped for defense.
Its design remained largely unchanged, serving as a powerful artillery or support weapon. Low mobility presents challenges if the monster focuses its attacks.
Monster Hunter 3 introduced Siege Mode for continuous shelling without reloading. Monster Hunter World added Wyvernheart (minigun) and Wyvernsnipe (powerful single-shot) special ammunition, independent of the hunter's inventory.
The Heavy Bowgun's strength lies in powerful ammunition like Cluster and Crag, allowing efficient monster takedowns. While minor changes (dodge roll, attachments) have occurred, its core identity—powerful ammunition—remains.
One of the flashiest weapons, the Dual Blades prioritize speed and are exceptionally effective at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being a first-generation weapon, it was only introduced in the Western release of Monster Hunter.
Speed and fluid combos are paramount. Individually weak attacks accumulate significant damage due to their rapid succession.
Demon Mode increases damage and access to more attacks, but consumes stamina. The Demon Gauge (Monster Hunter Portable 3rd/3 Ultimate) fills with attacks in Demon Mode, activating Archdemon Mode for enhanced attacks and evasion without stamina drain.
Key changes include new attacks in powered-up states and the Demon Dash movement tool. Monster Hunter Generations Ultimate's Adept Hunter Style linked perfect dodges to the Demon Dash, granting damage buffs and enhanced dashes.
While the core remains unchanged, refinements to its offensive playstyle include the Archdemon Mode, which significantly altered how hunters utilize its potential.
Introduced in the second generation, these weapons can be considered cousins to their first-generation counterparts, sharing functional similarities but boasting distinct movesets and mechanics.
The Long Sword is known for its fluid combos, high damage, and refined 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 offers superior mobility and smoother combos. However, it lacks a block.
Its core mechanic is the Spirit Gauge, filled by landing attacks. A full gauge activates the Spirit Combo, a powerful damage-dealing sequence.
Monster Hunter 3 added Spirit Gauge levels (white, yellow, red) and the Spirit Roundslash finisher, further enhancing the attack buff.
Monster Hunter World introduced the Spirit Thrust Helm Breaker finisher and the Foresight Slash parry, seamlessly integrating into combos and enhancing Spirit Gauge buildup.
Iceborne added the Iai Stance (Iai Slash and Iai Spirit Slash), providing faster Spirit Gauge filling and another parry attack.
The Long Sword's combo-oriented design evolved into a counter-based weapon, utilizing parries and counters to reach peak performance more quickly. Spirit Gauge management and seamless combo execution remain central.
The support weapon, the Hunting Horn, is a blunt weapon (impact damage only) introduced in Monster Hunter 2. Its unique Recital mechanic allows playing notes to trigger various beneficial effects (attack/defense buffs, healing).
Similar to the Hammer (impact damage, head targeting for stuns), it generally deals less damage due to its support capabilities.
Changes focused on the Recital mechanic until Monster Hunter Rise's overhaul. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity.
Monster Hunter World introduced song queuing, allowing simultaneous activation of multiple effects. Echo Notes (Iceborne) acted as finishers, providing buffs when activated in specific areas.
Monster Rise simplified Recital, requiring fewer inputs and automating buffs. While divisive (some criticized the loss of complexity), others praised its increased accessibility and competitive viability.
A hybrid of Lance and Bowgun (introduced in the second generation), the Gunlance combines a shield and lance with explosive shelling. While it uses ammunition, shelling is unlimited and replenished upon reloading.
Visually similar to the Lance, its attacks are primarily slashing, unlike the Lance's piercing attacks. It features finishers like Wyvern's Fire (a charged explosive attack).
Shelling types vary depending on the Gunlance, affecting explosive attacks.
Monster Hunter 3 introduced quick reload for infinite combos, the Full Burst downward slam, and the ability to charge multiple shells for a single attack.
Monster Hunter X added the Heat Gauge, increasing damage with shelling but risking overheating.
Monster Hunter World added the Wyrmstake Shot finisher.
The Gunlance's unique reloading/unloading mechanics and balanced offensive approach (shell usage) distinguish it from other melee weapons.
The most agile ranged weapon, the Bow excels in close-to-mid-range combat, utilizing mobility and combos. Similar to the Great Sword, it features chargeable attacks.
It employs a hit-and-run style, targeting weak points and utilizing multi-hit attacks for elemental damage. Various Coatings enhance damage or inflict elemental/status effects.
Mobility and fluid combos are its strengths. While combos were expanded, Shot Types (older games) were simplified in later releases.
Monster Hunter World made the moveset universal and combo-heavy, integrating Shot Types. Close-Range Coating became infinite.
Monster Hunter Rise reintroduced Shot Types, tied to charge levels.
The Monster Hunter World overhaul enhanced the Bow's aggressive, combo-heavy style, differentiating it from the Bowgun's point-and-shoot approach.
These weapons (introduced in Monster Hunter 3 and 4) include the Insect Glaive's unique buff system and two morphing weapons with transforming mechanics.
The Switch Axe (Monster Hunter 3) features Axe and Sword modes. Initially requiring a quest to unlock crafting, it became readily available in subsequent versions.
Gameplay balances offense between modes. Axe Mode offers range, mobility, and an infinite stamina-based combo. Sword Mode delivers higher damage, phial attacks, and the Elemental Discharge finisher.
While the core design remained consistent, morphing was enhanced. Monster Hunter World introduced Amped, empowering Sword Mode with phials and adding new transitions.
Monster Hunter Rise extended Amped to both modes, encouraging mode switching for maximum damage.
The Switch Axe's form-swapping mechanics and explosive combat style set it apart.
Introduced in Monster Hunter 4, the Insect Glaive is an aerial weapon paired with a Kinsect (controlled insect) for collecting essences and buffs. It excels at mounting monsters.
The base moveset is unremarkable, but collecting red, white, and orange essences grants attack, mobility, and defense buffs. Collecting all three provides stronger, non-resetting buffs.
Substantial changes were minimal, aside from added attacks and finishers. The Descending Thrust finisher (Monster Hunter World: Iceborne) added a crucial air-to-ground attack.
Monster Hunter Rise simplified Kinsect upgrades and introduced Kinsect types (Normal, Assist, Powder, Speed).
Gameplay centers on quick essence collection for optimal buff states. Improvements addressed the inefficient gold upgrade system.
The Insect Glaive's unique design, aerial prowess, buff system, and high-coverage attacks make it both accessible and distinctive.
The second transforming weapon (Monster Hunter 4), the Charge Blade is known for its versatility and powerful finishers. It uses Sword Mode to charge phials and Axe Mode to unleash Amped Elemental Discharge. It's considered one of the most difficult weapons to master.
It utilizes guard points to efficiently charge phials. Phial types vary by weapon. While combos are fluid, the weapon's complexity contributes to its difficulty.
Mastering guard points allows for damage mitigation while maintaining offense. Understanding attack transitions and monster behavior is crucial for maximizing guard point usage.
The Charge Blade's balanced offense and mechanical depth make it a versatile and rewarding (though challenging) weapon.
While Monster Hunter Wilds features fourteen weapons, more exist in the franchise's history, absent from Western releases. Given Monster Hunter's longevity, the addition of new weapons or ports of existing ones is likely. The potential for further weapon additions to enhance gameplay is exciting.
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