Monster Hunter's renowned for its diverse weapon arsenal and captivating gameplay. But did you know even more weapons exist, absent from recent installments? This exploration delves into Monster Hunter's weapon history.
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A Look Back at Monster Hunter Weapon Types
Monster Hunter boasts a rich history, spanning over two decades since its 2004 debut. Its diverse weapon selection is a key element. Monster Hunter Wilds offers fourteen distinct weapon types, each with unique strengths, weaknesses, movesets, and mechanics.
The evolution from the original Great Sword to its modern counterpart is remarkable, showcasing significant gameplay refinements. Furthermore, several weapons from older games remain unreleased in Western markets. Let's examine Monster Hunter's weapon evolution.
First Generation Weapons
These weapons debuted in the original Monster Hunter and its variations. They've endured, evolving with enhanced movesets and mechanics.
Great Sword
The franchise icon, the Great Sword, arrived in 2004. Its high damage comes at the cost of slow attack speed and movement. It can function as a shield, consuming stamina and sharpness.
Initially, gameplay centered on hit-and-run tactics and precise spacing. While combos were possible, slow animations hindered their effectiveness. A unique feature was increased damage when striking with the blade's center.
Monster Hunter 2 introduced the iconic Charged Slash, a three-level charge attack. Subsequent games built upon this, adding finishers and improving combo fluidity, despite maintaining its deliberate pace. Monster Hunter World's shoulder tackle allowed for quicker access to charged attacks.
The Great Sword offers a low skill floor but a high skill ceiling. Mastering its timing and maximizing damage output with True Charged Slashes distinguishes skilled players.
Sword and Shield
The Sword and Shield embodies versatility. Its balanced design features moderate damage, quick combos, blocking capabilities, good mobility, and utility. Initially considered a beginner weapon, its complexity increased with added moves.
Early gameplay focused on rapid slashes and high mobility. Monster Hunter 2 allowed item usage while the weapon remained drawn.
Later iterations expanded the moveset, including 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 is a true jack-of-all-trades, offering infinite combos, quick attacks, evasive maneuvers, powerful finishers, and a reliable block. Its depth often goes unnoticed.
Hammer
One of two blunt weapons (no tail cutting!), Hammers excel at breaking parts, particularly heads, leading to KOs (after Monster Hunter 2).
Its gameplay resembles the Great Sword's hit-and-run style, but with surprisingly high mobility and no blocking. The charge mechanic uniquely allows movement during charging.
The moveset remained largely unchanged until Monster Hunter World and Rise, which introduced Big Bang and Spinning Bludgeon attacks. Two modes, Strength and Courage, alter charge attacks and effects, adding strategic depth.
The Hammer's objective is straightforward: target the head for KOs and unleash powerful charged attacks or combo finishers.
Lance
The Lance embodies the principle "a good offense is a great defense." Its long reach and large shield provide exceptional defense. The shield blocks most attacks, even some considered unguardable with proper skill setups. Despite limited movement while drawn, its damage output is considerable.
Gameplay resembles an outboxer, poking from a safe distance. Core attacks include forward and upward thrusts (chainable up to three times). A counter mechanic was added, along with running charge and shield bash attacks for closing distance.
Often perceived as "boring" due to its less flashy animations, the Lance uniquely rewards players for maintaining their ground. It transforms the hunter into a formidable tank, surpassing even the Gunlance in defensive capabilities.
Light Bowgun
A ranged weapon from the first generation, the Light Bowgun maintains high mobility while drawn. Its faster reload speed and maneuverability make it easier to handle than its heavier counterpart.
The trade-off is limited ammunition variety and lower firepower. Customization options include barrels, silencers, and scopes. The ability to Rapid Fire certain ammo types compensates for its lower damage output.
Monster Hunter 4 introduced "Critical Distance," adding depth to ranged combat. Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver, further enhancing its mobile, run-and-gun style.
The Light Bowgun has evolved beyond a "weaker" version of the Heavy Bowgun, offering a simpler yet robust and highly mobile ranged option.
Heavy Bowgun
The Heavy Bowgun, the premier ranged weapon of the first generation, delivers high damage and utilizes special ammunition. Its size and weight, however, restrict mobility while drawn.
While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers flexibility through its diverse ammunition selection. Its slow movement is offset by the ability to equip a shield.
Its design remained largely consistent, serving as heavy artillery or support. Monster Hunter 3 introduced Siege Mode for continuous firing. 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: powerful ammunition for significant damage output.
Dual Blades
Known for their flashy attacks and speed, Dual Blades excel at inflicting status ailments and elemental damage. Introduced in the Western release of the first Monster Hunter game, they were absent from the original Japanese release.
Their fast-paced, fluid combos surpass the Sword and Shield in pure offense. Demon Mode boosts damage and unlocks additional attacks, but consumes stamina.
Monster Hunter Portable 3rd and 3 Ultimate introduced the Demon Gauge, filling with each attack in Demon Mode. A full gauge activates Archdemon Mode, offering enhanced attacks and evasiveness without stamina drain.
Demon Dash, a unique movement tool, received further enhancements in Monster Hunter Generations Ultimate's Adept Hunter Style, granting a damage buff and enhanced dodging capabilities. Archdemon Mode significantly altered the weapon's gameplay loop.
Second Generation Weapons
Introduced in the second generation, these weapons are akin to their first-generation counterparts but boast distinct movesets and mechanics.
Long Sword
The Long Sword is celebrated for its fluid combos, high damage, and refined mechanics. While visually similar to some Great Swords, it has its own unique moveset since its introduction in Monster Hunter 2.
Its core mechanic is the Spirit Gauge, filled by landing attacks. A full gauge unlocks the Spirit Combo, culminating in a powerful finisher.
Monster Hunter 3 added Spirit Roundslash, a finisher that increases the Spirit Gauge to three levels (white, yellow, red), each granting stronger attack buffs.
Monster Hunter World introduced Spirit Thrust Helm Breaker and Foresight Slash (a parry), enhancing combo fluidity. Iceborne's Iai Stance further refined its counter-based gameplay.
The Long Sword's design evolved from a combo-focused weapon to one incorporating counters and parries, seamlessly integrating into its combos.
Hunting Horn
The Hunting Horn is a support weapon, introduced in Monster Hunter 2. Its Recital mechanic allows playing notes to trigger various buffs (attack, defense, healing).
Like the Hammer, it deals blunt damage, primarily targeting the head for stuns. Its damage is generally lower than the Hammer due to its buff-providing capabilities.
Improvements to the Recital mechanic focused on seamless integration with attacks. Monster Hunter 3 Ultimate allowed note playing during attacks. Monster Hunter World introduced song queuing, streamlining buff activation. Iceborne added Echo Notes, providing area-based buffs.
Monster Hunter Rise significantly overhauled the weapon, simplifying note playing and buff activation, making it more accessible but also less complex.
Gunlance
A hybrid of Lance and Bowgun, the Gunlance (introduced in the second generation) combines a lance with shelling capabilities. It functions similarly to a Lance but deals slashing damage and has unique finishers.
Its gameplay revolves around shelling, with different shelling types affecting attacks. Monster Hunter 3 introduced quick reload for infinite combos and Full Burst, a downward slam. Heat Gauge (Monster Hunter X) adds a layer of strategic depth. Monster Hunter World added Wyrmstake Shot.
The Gunlance's unique reloading mechanics and balance between shelling and physical attacks define its gameplay.
Bow
The Bow, the most agile ranged weapon, excels in close-to-mid-range combat. Introduced in Monster Hunter 2, it uses combos and chargeable attacks. Coatings enhance damage or inflict status effects.
Its hit-and-run style prioritizes weak point targeting and multi-hit attacks for elemental damage. Shot Types (removed for simplicity in later games) were reintroduced in Monster Hunter Rise, tied to charge levels.
Monster Hunter World's universal moveset and combo-heavy design enhanced its aggressive, mobile playstyle.
Third and Fourth Generation Weapons
These weapons debuted in Monster Hunter 3 and 4, respectively. Besides the Insect Glaive's unique buff system, they feature morphing 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 and the Elemental Discharge finisher.
Gameplay revolves around balancing both modes. Monster Hunter World introduced Amped state, empowering Sword Mode attacks. Monster Hunter Rise extended Amped to both modes.
The Switch Axe's form-swapping mechanics and explosive combat style make it a unique addition to the series.
Insect Glaive
The Insect Glaive (Monster Hunter 4) specializes in aerial combat. Its Kinsect collects essences for buffs. It excels at mounting monsters.
Collecting red, white, and orange essences grants attack, mobility, and defense buffs. Monster Hunter World: Iceborne added Descending Thrust. Monster Hunter Rise simplified Kinsect upgrades and introduced new Kinsect types.
The Insect Glaive's buff system and aerial prowess define its unique gameplay.
Charge Blade
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 known for its versatility and challenging mechanics. Mastering Guard Points for efficient phial charging is crucial.
The Charge Blade's balanced offense and complex mechanics offer a rewarding but demanding experience.
Future Weapons?
While Monster Hunter Wilds features fourteen weapons, more exist in previous releases, particularly in Japanese versions. Future installments may introduce new weapons or revive older ones.