Monster Hunter's renowned for its diverse weapon selection 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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A Look Back at Monster Hunter Weapons
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 will offer fourteen distinct weapon types, each possessing unique strengths, weaknesses, move sets, and mechanics.
Significant evolution is evident across the franchise, from the original Great Sword to its modern iteration. Furthermore, several weapons from older games remain unreleased in Western markets. Let's examine Monster Hunter's weapon history.
First Generation
These weapons debuted in the original Monster Hunter and its variants. These foundational weapons have endured, evolving with enhanced movesets and mechanics.
Great Sword
Arguably the franchise's most iconic weapon, the Great Sword's high damage output comes at the cost of slow attack speed and movement. Its immense single-hit potential is balanced by its sluggishness. The blade can also serve as a shield, consuming stamina and sharpness.
Early iterations emphasized hit-and-run tactics and precise spacing. While combos were possible, slow animations made extended chains inefficient. A unique element was the damage variation based on the impact point of the blade.
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 charging mechanic, adding finishers and improved combo flow, despite maintaining its relatively slow pace. Monster Hunter World's shoulder tackle allowed for quicker access to charged attacks.
The Great Sword offers a low skill floor but high skill ceiling. Mastering its nuances, particularly maximizing damage with True Charged Slashes, separates skilled users from average ones.
Sword and Shield
The Sword and Shield embodies versatility. Its balanced design compensates for relatively low single-hit damage with quick combos, blocking capabilities, high mobility, and utility. Initially considered a beginner weapon, it evolved with added mechanics and attacks.
Early gameplay centered on fast slashes, combos, and mobility. Monster Hunter 2 enabled item usage while the weapon remained drawn.
Later installments expanded the moveset with shield bashes (Monster Hunter 3), backsteps and jumps (Monster Hunter 4), and Perfect Rush and aerial finishers (Monster Hunter World and Rise).
Despite its short range and moderate damage, the Sword and Shield remains a jack-of-all-trades, offering infinite combos, quick attacks, evasive maneuvers, powerful finishers, and a reliable block. Its simplicity often overshadows its depth.
Hammer
One of two blunt weapons, the Hammer excels at breaking monster parts, particularly heads, leading to KOs (Monster Hunter 2 onwards).
Its gameplay resembles the Great Sword's hit-and-run style, but with surprisingly high mobility and no blocking capability. Its charge mechanic uniquely allows movement during charging.
The moveset largely remained consistent until Monster Hunter World and Rise, introducing Big Bang and Spinning Bludgeon attacks, enhancing its offensive options.
Two modes, Strength and Courage, were added, altering charge attacks and effects. Effective Hammer use requires understanding mode switching and maintaining charge while moving.
The Hammer's objective is straightforward: target the head and induce KOs. This seemingly simple goal requires skill and rewards players with access to devastating charged attacks and combo finishers.
Lance
The Lance epitomizes the adage "a good offense is a good defense." Its long reach allows for ranged attacks, and its large shield provides excellent defense, blocking most attacks (and even unguardable ones with proper skill builds). Despite its limited mobility and attacks, it delivers substantial damage.
Gameplay resembles an outboxer's strategy: poking from a distance while maintaining a defensive guard. Core attacks include forward and upward thrusts, chainable up to three times. A counter mechanic was added across iterations.
Often perceived as "boring" due to its less flashy animations, the Lance's design is unique. It rewards players for standing their ground instead of evasive maneuvers, transforming the hunter into a formidable tank.
Light Bowgun
The Light Bowgun is a mobile ranged weapon, maintaining normal movement speed while drawn. Its faster reload speed and maneuverability make it easier to handle than its heavier counterpart. Customizable attachments further enhance its versatility.
Its mobility comes at the cost of limited ammunition compared to the Heavy Bowgun. However, its ability to Rapid Fire certain ammo types allows it to outperform other ranged weapons in certain situations.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat by optimizing damage based on distance and ammunition type.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver, enhancing its run-and-gun style.
The Light Bowgun evolved beyond a "weaker" version of the Heavy Bowgun, offering a distinct and accessible playstyle without sacrificing mechanics or specialty.
Heavy Bowgun
The Heavy Bowgun is the premier ranged weapon of the first generation, boasting high damage and access to various special ammunition. Its size and weight, however, restrict mobility while drawn.
While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers flexibility through its wider ammunition selection. Its slow movement speed is offset by the ability to equip a shield for defense.
Its core design remained consistent, serving as a powerful artillery or support weapon. However, its limited mobility could lead to increased downtime if targeted by monsters.
Monster Hunter 3 introduced Siege Mode for continuous firing without reloading. Monster Hunter World added Wyvernheart (minigun) and Wyvernsnipe (high-damage single shot) special ammo types.
The Heavy Bowgun's strength lies in its powerful ammunition (Cluster, Crag, etc.), allowing for efficient monster takedowns. Its core identity—high-damage, slow-moving artillery—remains unchanged.
Dual Blades
The Dual Blades are known for their speed and high status ailment/elemental damage output. While individually weak, their rapid attacks accumulate significant damage. Introduced in the Western release of the first Monster Hunter game, they were absent from the original Japanese release.
Gameplay emphasizes speed and fluid combos. Demon Mode enhances damage and access to additional attacks, but consumes stamina.
Monster Hunter Portable 3rd and Monster Hunter 3 Ultimate introduced the Demon Gauge, filling with each attack in Demon Mode. A full gauge triggers Archdemon Mode, providing powered-up attacks and evasive maneuvers without stamina drain.
The Demon Dash, a unique movement tool, allows for rapid traversal. Monster Hunter Generations Ultimate's Adept Hunter Style linked perfect dodges to Demon Dash, granting damage buffs.
While the core concept remains consistent, refinements enhanced its offensive capabilities. Archdemon Mode significantly altered gameplay, incentivizing sustained powered-up states.
Second Generation
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 sophisticated mechanics. While functionally similar to the Great Sword, it boasts superior mobility and more dynamic combos. It lacks a block.
The Spirit Gauge, filled by landing attacks, enables the Spirit Combo, a powerful damage-dealing sequence.
Monster Hunter 3 added Spirit Roundslash, a finisher that increases Spirit Gauge levels (white, yellow, red), granting progressively stronger attack buffs.
Monster Hunter World introduced Spirit Thrust Helm Breaker and Foresight Slash (a parry). Foresight Slash chains into combos and provides invulnerability when used with a Spirit Gauge.
Iceborne added Iai Stance, featuring Iai Slash (faster Spirit Gauge fill) and Iai Spirit Slash (another parry).
The Long Sword's design evolved from combo-focused to counter-based, integrating parries and counters into its fluid combos. Efficient Spirit Gauge management remains crucial.
Hunting Horn
The Hunting Horn is a support weapon, dealing impact damage and using Recital to play notes that trigger various beneficial effects (attack/defense buffs, healing).
Similar to the Hammer, it targets the head for stuns, but deals less damage due to its support capabilities.
Recital mechanics were refined across iterations, improving efficiency in both note-playing and attacking. Monster Hunter 3 Ultimate allowed note-playing during attacks.
Monster Hunter World introduced song queuing, allowing simultaneous activation of multiple effects. Echo Notes (area-based buffs) were also introduced.
Monster Hunter Rise overhauled the weapon, simplifying Recital activation and reducing the song list, making it more accessible but also less complex.
Gunlance
A hybrid of Lance and Bowgun, the Gunlance combines a large shield and piercing lance with explosive shelling. Its attacks are primarily slashing, unlike the Lance's piercing attacks.
Gameplay revolves around shelling, with different shelling types affecting attacks. Wyvern's Fire is a charged explosive attack.
Monster Hunter 3 introduced quick reload for infinite combos and Full Burst (downward slam). Additional shell charging was also added.
Monster Hunter X introduced the Heat Gauge, influencing attack damage and potentially causing overheating.
Monster Hunter World added Wyrmstake Shot (impaling explosive attack).
The Gunlance's unique reloading and shelling mechanics differentiate it from other melee weapons. Balancing shell usage and physical attacks is crucial.
Bow
The Bow is a highly mobile ranged weapon emphasizing close-to-mid-range combat and fluid combos. It uses coatings to enhance damage or inflict status effects.
Gameplay is hit-and-run, focusing on weak point hits and multi-hit attacks for elemental damage. Chargeable attacks increase arrow count.
Older games used Shot Types, limiting attack access per bow. Monster Hunter World made the moveset universal, integrating Shot Types into the base moveset.
Monster Hunter Rise reintroduced Shot Types, tied to charge levels.
The Bow's evolution toward a more aggressive, combo-heavy ranged playstyle distinguishes it from Bowguns.
Third and Fourth Generation
These weapons (introduced in Monster Hunter 3 and 4) are morphing weapons with unique mechanics.
Switch Axe
The Switch Axe (Monster Hunter 3) has Axe and Sword modes. Axe Mode offers mobility and range, while Sword Mode delivers higher damage, phial usage, and the Elemental Discharge finisher.
Gameplay balances both modes. Axe Mode has an infinite stamina-based combo.
Monster Hunter World introduced Amped state (empowered Sword Mode attacks). Monster Hunter Rise extended Amped to both modes.
The Switch Axe's form-swapping and explosive combat style make it a unique weapon.
Insect Glaive
The Insect Glaive (Monster Hunter 4) excels in aerial combat, utilizing a Kinsect to collect essences for buffs. It's adept at mounting monsters.
Gameplay centers around collecting red, white, and orange essences for attack, mobility, and defense buffs.
Subsequent games added attacks and finishers. Monster Hunter World: Iceborne introduced Descending Thrust.
Monster Hunter Rise simplified Kinsect upgrades and introduced new Kinsect types.
The Insect Glaive's design emphasizes efficient essence collection.
Charge Blade
The Charge Blade (Monster Hunter 4) is a morphing weapon with Sword and Axe modes. Sword Mode charges phials, while Axe Mode unleashes Amped Elemental Discharge.
Gameplay requires mastering Guard Points to efficiently charge phials and transitioning between modes. Different phials add variety.
The Charge Blade's versatility and complex mechanics make it a challenging but rewarding weapon.
Future Possibilities?
While Monster Hunter Wilds features fourteen weapons, more exist in previous releases, particularly in Japanese versions. Future installments may introduce new weapons or port existing ones.