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Introducing Monster Hunter Weapons: A Historical Chronicle

by Olivia Feb 25,2025

The History of Monster Hunter WeaponsMonster Hunter's renowned for its diverse weapon roster and captivating gameplay. But did you know even more weapons exist, absent from recent titles? This exploration delves into Monster Hunter's weapon history.

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A Look Back at Monster Hunter Weapon Types

The History of Monster Hunter WeaponsMonster Hunter boasts a rich history, spanning over two decades since its 2004 debut. A key element is its varied weapon selection. Monster Hunter Wilds offers fourteen distinct weapon types, each demanding mastery of unique strengths, weaknesses, movesets, and mechanics.

Game evolutions have significantly altered weapon designs. The Great Sword, for instance, has undergone a dramatic transformation. Furthermore, several older weapons, absent from Western releases, add to the franchise's rich legacy. Let's examine Monster Hunter's weapon evolution.

First Generation Weapons

The History of Monster Hunter WeaponsThese weapons debuted in the original Monster Hunter and its iterations. These foundational weapons have endured, evolving with refined movesets and mechanics.

Great Sword

The History of Monster Hunter WeaponsAn iconic franchise staple since 2004, the Great Sword delivers immense damage, but at the cost of mobility. Its single-hit potential is unmatched, but its slow attacks and movement restrict its agility. The blade can also serve as a shield, consuming stamina and sharpness.

Early gameplay emphasized hit-and-run tactics and precise spacing. Though combos were possible, slow animations made sustained attacks inefficient. A unique feature was increased damage from the blade's center compared to the tip or hilt.

Monster Hunter 2 introduced the pivotal Charged Slash. Charging the attack (up to three levels) unleashed devastating swings. This move remains a core element of the Great Sword's appeal.

Subsequent games built upon the charging mechanic, adding finishers and improved combo flow, despite maintaining its deliberate pace. Monster Hunter World's shoulder tackle allowed for quicker charged attacks after absorbing hits.

The Great Sword offers a low skill floor but high skill ceiling. Basic hit-and-run is accessible, but maximizing damage through precise True Charged Slashes demands expertise.

Sword and Shield

The History of Monster Hunter WeaponsEmbodying versatility, the Sword and Shield boasts balanced stats. Lower single-hit damage is compensated by rapid combos, blocking capabilities, superior mobility, and utility. Initially considered a beginner weapon, its complexity has increased over time.

Early gameplay centered on fast slashes and combos, along with high mobility. Monster Hunter 2 added item usage while the weapon remained drawn.

Later iterations expanded the moveset, including 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 is a true all-rounder. Infinite combos, rapid attacks, evasive backsteps, powerful finishers, and a reliable block make it a deceptively deep weapon.

Hammer

The History of Monster Hunter WeaponsOne of two blunt weapons (incapable of tail cuts), the Hammer excels at breaking parts, particularly heads, leading to KOs (Monster Hunter 2 onward).

Its playstyle, like the Great Sword, initially involved hit-and-run tactics, but it offered surprisingly high mobility for its appearance and lacked a block. Its unique charge mechanic allowed movement during charging.

The moveset remained largely consistent until Monster Hunter World and Monster Hunter Rise. These introduced the Big Bang and Spinning Bludgeon attacks, significantly enhancing its offensive capabilities beyond its signature swing and Superpound.

Two modes, Strength and Courage, were added, each altering charge attacks and effects without a clear damage advantage. Mastering mode switching based on monster matchups and maintaining charge while moving is key to effective Hammer use.

The Hammer's objective is straightforward: target the head for KOs, enabling devastating charged attacks or combo finishers. This simplicity belies the skill required for efficient play.

Lance

The History of Monster Hunter WeaponsThe Lance embodies the adage "a good offense is a good defense." Its long reach allows for ranged attacks, while its large shield blocks most attacks, even unguardable ones with proper skill setups. Despite limited mobility and attacks while drawn, its damage output is considerable.

Gameplay resembles an outboxer, poking at range from behind a shield. Core attacks involved forward and upward thrusts (chainable up to three times). A counter mechanic was added, further emphasizing its defensive capabilities. Running charge and shield bash attacks closed the distance.

Often overlooked due to its less flashy animations, the Lance uniquely rewards defensive positioning. It transforms the hunter into a tank, offering superior defense compared to the Gunlance.

Light Bowgun

The History of Monster Hunter WeaponsA ranged weapon since the first generation, the Light Bowgun prioritizes mobility. Its smaller size allows for normal movement speed while drawn, faster reloads, and easier handling than its heavier counterpart. Customizable attachments (long barrels, silencers, scopes) cater to varied playstyles.

Its mobility comes at the cost of firepower, with limited ammunition options. However, its ability to Rapid Fire certain ammo types compensates for its weaker damage, surpassing other ranged weapons in ease of use.

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 (planting detonating bombs) and a post-shot slide, further enhancing its run-and-gun style.

The Light Bowgun has evolved beyond a weaker counterpart, offering a simpler yet robust and effective ranged option.

Heavy Bowgun

The History of Monster Hunter WeaponsThe Heavy Bowgun, the premier ranged weapon of the first generation, boasts high damage and access to most special ammunition. Its size and weight, however, severely limit mobility while drawn.

While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers flexibility through diverse ammunition types. Its slow movement (walking only while drawn) is compensated by the option to equip a shield for defense. Customization enhances specific aspects.

Its design remained largely unchanged, serving as heavy artillery or support. Low mobility, however, results in downtime if the monster focuses its attacks.

Monster Hunter 3 introduced Siege Mode for continuous firing without reloading, changing in later releases. Monster Hunter World introduced Wyvernheart (minigun-like) and Wyvernsnipe (powerful single-shot) special ammo, requiring no ammunition from the inventory and regenerating over time.

The Heavy Bowgun's strength lies in powerful ammunition (Cluster, Crag, etc.) for quickly dispatching monsters. Minor changes (dodge roll, attachments) have refined its core identity: large caliber weaponry for significant damage.

Dual Blades

The History of Monster Hunter WeaponsKnown for their flashy attacks, the Dual Blades prioritize speed and excel at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being a first-generation weapon, they were introduced in the Western release of Monster Hunter, absent from the initial Japanese release.

Focusing on rapid, fluid combos, they surpass the Sword and Shield in raw offensive power. Individual attacks are weak, but their rapid succession adds up to substantial damage.

The core gameplay revolves around Demon Mode, a temporary state boosting damage and access to more attacks and maneuvers at the cost of continuous stamina drain.

Monster Hunter Portable 3rd and Monster Hunter 3 Ultimate introduced the Demon Gauge, filling with each attack in Demon Mode. A full gauge activates Archdemon Mode, a powered-up state with new attacks and evasive maneuvers without stamina drain.

This significantly altered the gameplay loop, encouraging sustained Archdemon Mode rather than cycling in and out of Demon Mode. The Demon Dash, a unique movement tool, was further enhanced with the Adept Hunter Style in Monster Hunter Generations Ultimate, granting a damage buff and attack-dodging capabilities.

While the core concept remains, refinements and additions have enhanced its offensive capabilities. Archdemon Mode's introduction revolutionized the weapon's potential.

Second Generation Weapons

The History of Monster Hunter WeaponsIntroduced in the second generation, these weapons are akin to their first-generation counterparts but with distinct movesets and mechanics.

Long Sword

The History of Monster Hunter WeaponsThe Long Sword is celebrated for its fluid combos, high damage, and refined mechanics. Cosmetically similar to katanas among the first generation Great Swords, it was officially introduced in Monster Hunter 2 with its own moveset. While functionally similar to the Great Sword in its high damage and slashing capabilities, it boasts superior mobility and a more dynamic combo system, sacrificing blocking capabilities.

The core mechanic is the Spirit Gauge, initially filled by landing attacks. A full gauge enabled the Spirit Combo, a powerful damage-dealing sequence.

Monster Hunter 3 significantly altered its design. Multiple Spirit Gauge levels (white, yellow, red) were added, introducing the Spirit Roundslash finisher, further increasing the gauge level and granting progressively stronger attack buffs.

Monster Hunter World reached peak popularity, adding a new finisher (Spirit Thrust Helm Breaker) and the Foresight Slash parry attack, usable with or without a Spirit Gauge, providing additional invulnerability when spent. This enhanced combo fluidity, seamlessly transitioning into the Spirit Combo and Spirit Roundslash.

Iceborne introduced the Iai Stance, with the Iai Slash and Iai Spirit Slash. The Iai Slash offered a faster way to max the Spirit Gauge, while the Iai Spirit Slash was another parry attack integrated into the combo flow.

The Long Sword's combo-oriented nature evolved into a counter-based style, leveraging parries and counters to reach its full potential faster. The Spirit Gauge remains central, but new tools allow for more dynamic gameplay.

Hunting Horn

The History of Monster Hunter WeaponsKnown as a support weapon, the Hunting Horn, introduced in Monster Hunter 2, utilizes the Recital mechanic. Playing three colored notes in various combinations yields beneficial effects (attack buffs, defense buffs, healing).

Like the Hammer, it deals impact damage, targeting the head for stuns, but generally weaker in raw damage due to its support capabilities.

Changes primarily focused on refining the Recital mechanic until Monster Hunter Rise's major overhaul. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity between support and offense.

Monster Hunter World enabled song queuing, activating multiple effects simultaneously, further streamlining combat. Echo Notes, introduced in Iceborne, functioned as finishers, granting buffs when activating Recitals in specific areas, doubling the effect with repeated activation.

Monster Hunter Rise simplified Recitals, requiring only double-pressing a button instead of specific attack sequences, halving the song list, and automating buff application. This simplification, while controversial (some lamenting lost complexity), made the weapon more accessible, balancing it against other weapon types.

Gunlance

The History of Monster Hunter WeaponsA hybrid of Lance and Bowgun (introduced in the second generation), the Gunlance combines a large shield and piercing lance with explosive shelling capabilities (unlimited ammunition, replenished upon reloading).

Visually similar to the Lance, it differs in its slashing attacks and finishers. Wyvern's Fire, a charged attack, unleashes accumulated shelling in an explosive burst. Shelling abilities vary depending on the Gunlance, affecting explosion types.

Monster Hunter 3 enhanced its aggressive nature, introducing a quick reload for infinite combos, the Full Burst downward slam, and the ability to charge additional shells for single attacks.

Monster Hunter X introduced the Heat Gauge, filling with shelling attacks, boosting physical damage but risking overheating and temporary lockout.

Monster Hunter World added the Wyrmstake Shot finisher, impaling the target with an exploding stake after combos.

The Gunlance's unique reloading and unloading mechanics, along with the need to balance shelling usage to avoid overheating, distinguish it from other melee weapons.

Bow

The History of Monster Hunter WeaponsThe most agile ranged weapon, the Bow (Monster Hunter 2) excels in close-to-mid-range combat, utilizing mobility and combo-based attacks, similar to melee weapons. Chargeable attacks increase arrow count.

Employing hit-and-run tactics, it targets weak points and utilizes 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 (present in earlier games) were simplified for universality in Monster Hunter World, integrating them into the base moveset. The Close-Range Coating became universal and infinite.

Monster Hunter Rise reintroduced Shot Types, but tied to charge levels, varying attacks based on charge level and weapon.

The Monster Hunter World overhaul emphasized aggressive, combo-heavy ranged combat, distinct from Bowguns' point-and-shoot style.

Third and Fourth Generation Weapons

The History of Monster Hunter WeaponsThese weapons (Monster Hunter 3 and Monster Hunter 4) feature morphing abilities and unique mechanics.

Switch Axe

The History of Monster Hunter WeaponsThe Switch Axe (Monster Hunter 3) boasts two modes: Axe Mode (mobile, long-reaching, infinite stamina-based combos) and Sword Mode (higher damage, phial usage, Elemental Discharge finisher). Initially requiring a quest completion to unlock crafting, it became readily available in subsequent versions.

Gameplay balances offense between both modes. Axe Mode offers range and mobility, while Sword Mode prioritizes damage and the Elemental Discharge.

While the core design persisted, morphing capabilities improved. Monster Hunter World introduced Amped, empowering Sword Mode with phials, adding new transitions between modes.

Monster Hunter Rise extended Amped to both modes, encouraging switching for maximized damage.

The Switch Axe's form-swapping and explosive combat style set a new precedent for weapon design.

Insect Glaive

The History of Monster Hunter WeaponsAnother Monster Hunter 4 introduction, the Insect Glaive focuses on aerial combat. A double-bladed glaive paired with a controlled Kinsect (insect) collects essences for buffs. The Kinsect can be freely deployed or home in on tagged monsters. It excels at mounting monsters.

While the base moveset is unremarkable, collecting red, white, and orange essences grants attack, mobility, and defense buffs respectively. Collecting all three provides stronger, non-resetting buffs.

Substantial changes were minimal, aside from added attacks and finishers. Upgrade systems underwent modifications, as weapon and Kinsect upgrades were separate. Monster Hunter World: Iceborne added the Descending Thrust finisher.

Monster Hunter Rise simplified Kinsect upgrades, tying them to weapon level and introducing new Kinsect types (Normal, Assist, Powder, Speed).

Gameplay centers on swift essence collection for optimal buffs. Inefficient gold upgrade systems were addressed, requiring less material for both weapon and Kinsect crafting.

The Insect Glaive's unique design, aerial prowess, buff system, and high-coverage attacks make it distinct and accessible.

Charge Blade

The History of Monster Hunter WeaponsThe second transforming weapon (Monster Hunter 4), the Charge Blade is known for its versatility and powerful finishers. It features Sword Mode (charging phials) and Axe Mode (releasing charged phials via Amped Elemental Discharge). It's considered one of the most challenging weapons due to its complex mechanics.

Like the Lance and Long Sword, it utilizes Guard Points to efficiently charge phials. Different Phials affect attacks. While combos are fluid, the weapon's complexity increases its difficulty.

Mastering Guard Points allows for defensive maneuvers while maintaining offense. Understanding attack transitions between modes and monster behavior is crucial for maximizing Guard Point usage.

The Charge Blade, while challenging, rewards mastery with versatile and powerful combat capabilities.

Future Weapons?

The History of Monster Hunter WeaponsWhile Monster Hunter Wilds features fourteen weapons, additional weapons exist in previous releases, absent from Western versions. Given the franchise's longevity, new weapons or ports of existing ones are plausible. The potential for future additions to enhance gameplay remains high.

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