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The History of Monster Hunter Weapons

Author : Ethan Update : Mar 14,2025

The History of Monster Hunter Weapons

Monster Hunter is renowned for its diverse weapon arsenal and captivating gameplay. But did you know even more weapons exist, absent from recent installments? Discover the rich history of Monster Hunter weapons below.

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History of Weapon Types in Monster Hunter

The History of Monster Hunter Weapons

Monster Hunter's legacy spans over two decades, beginning in 2004. A hallmark of the series is its varied weapon selection. Monster Hunter Wilds boasts fourteen distinct weapon types, each demanding mastery of unique strengths, weaknesses, movesets, and mechanics.

The evolution from the original Great Sword to its modern counterpart is dramatic, reflecting the game's advancements in tools, moves, and mechanics. Furthermore, several weapons from older games remain unreleased in the West. Let's delve into Monster Hunter's weapon history.

First Generation

The History of Monster Hunter Weapons

These 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 Weapons

The franchise's iconic Great Sword, introduced in 2004, is a powerhouse. Its high damage potential comes at the cost of slow attack speed and movement. The massive blade can also function as a shield, consuming stamina and sharpness.

Early gameplay centered on hit-and-run tactics and precise spacing. While infinite combos were possible, slow animations made them less effective. Interestingly, the blade's center inflicted greater damage than its tip or hilt.

Monster Hunter 2 introduced the game-changing Charged Slash, a multi-level charged attack culminating in a devastating swing. This move remains a cornerstone of the weapon's appeal.

Subsequent games built upon the charging mechanic, adding finishers and improving combo fluidity, despite the inherent slowness. 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. Mastery lies in maximizing damage through precise timing of the True Charged Slash.

Sword and Shield

The History of Monster Hunter Weapons

The Sword and Shield embodies versatility. While dealing moderate damage per hit, it compensates with rapid combos, blocking capabilities, mobility, and utility. Initially considered a beginner weapon, its complexity has grown over the series.

Early gameplay relied on quick slashes and high mobility. Monster Hunter 2 added the ability to use items 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 and aerial finishers (Monster Hunter World and Monster Hunter Rise).

Despite its short range and moderate damage, the Sword and Shield is a true jack-of-all-trades. Its infinite combo, speed, evasiveness, powerful finishers, and defensive blocking make it deceptively deep.

Hammer

The History of Monster Hunter Weapons

One of two blunt weapons (incapable of tail cuts), the Hammer excels at breaking parts, particularly heads. Following Monster Hunter 2, its identity solidified as the KO king, stunning monsters with repeated head blows.

Its gameplay, like the Great Sword, initially focused on hit-and-run tactics, but with surprisingly high mobility for its appearance and lack of blocking. Its unique charge mechanic allowed movement during charging.

Its moveset remained largely unchanged until Monster Hunter World and Monster Hunter Rise, which introduced the Big Bang and Spinning Bludgeon, adding devastating offensive options beyond the signature golf swing and Superpound.

Two modes, Strength and Courage, were introduced, altering charge attacks and effects without significant damage differences. Effective Hammer use requires mastering mode switching based on monster matchups and maintaining charge while moving.

The Hammer's objective is simple: target the head for KOs. However, maximizing damage through charged attacks and combo finishers requires skill.

Lance

The History of Monster Hunter Weapons

The Lance embodies the adage, "a good offense is a great defense." Its long reach allows for ranged attacks, while its large shield blocks most attacks, even some considered unguardable with proper skill investment. Despite its limited mobility and attacks, it delivers substantial damage.

Gameplay resembles an outboxer, poking from a distance within the shield's protection. Core attacks include forward and upward thrusts, chainable up to three times. A counter mechanic was added, further reinforcing the defensive style. A running charge and shield bash close the distance.

Often considered "boring" due to its understated animations, the Lance uniquely rewards defensive positioning. While the Gunlance offers similar defense, the Lance's defensive capabilities are unmatched.

Light Bowgun

The History of Monster Hunter Weapons

The Light Bowgun is a mobile ranged weapon, present since the first generation. Its smaller size allows for faster reloading, sheathing, and dodging compared to its heavier counterpart.

This mobility comes at the cost of limited ammunition options and lower firepower. Customization options include long barrels, silencers, and scopes.

The Light Bowgun compensates for its limitations through rapid-fire capabilities for certain ammo types, outperforming other ranged weapons in ease of use.

Monster Hunter 4's "Critical Distance" mechanic added depth, requiring precise positioning for maximum damage, varying by ammo type.

Monster Hunter World introduced Wyvernblast (planted bombs detonating on impact) and a slide maneuver after firing, enhancing its run-and-gun style.

Despite its simplicity, the Light Bowgun has evolved beyond a "weaker" version of the Heavy Bowgun, offering a distinct and effective playstyle.

Heavy Bowgun

The History of Monster Hunter Weapons

The Heavy Bowgun, the first generation's premier ranged weapon, boasts high damage and access to most special ammunition. Its size and weight severely restrict mobility while drawn.

The trade-off for its firepower is its slow speed; the hunter can only walk while aiming. Customization options exist, and shields can be equipped for defense.

Its design remained consistent initially, serving as strong artillery or support. Low mobility, however, can lead to downtime if the monster focuses the wielder.

Monster Hunter 3 introduced Siege Mode for continuous firing without reloading. Monster Hunter World added Wyvernheart (minigun-like) and Wyvernsnipe (high-damage single shot) special ammo, not consuming regular ammunition.

Both bowguns require ammunition crafting, adding a layer of strategic preparation. The Heavy Bowgun's focus remains on high-damage ammunition for swift monster takedowns.

Dual Blades

The History of Monster Hunter Weapons

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, they were only introduced in the Western release.

Speed and fluid combos define the Dual Blades' offensive prowess. While individual attacks are weak, their rapid succession delivers substantial damage.

Demon Mode, a damage-boosting state, grants access to additional 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 successful attacks in Demon Mode. A full gauge activates Archdemon Mode, a powered-up state without stamina drain.

This significantly altered gameplay, encouraging sustained Archdemon Mode rather than cycling in and out of Demon Mode. The Demon Dash, a unique movement tool, was enhanced with perfect dodges in Monster Hunter Generations Ultimate.

While core gameplay remains consistent, refinements and additions have enhanced the offensive focus. Archdemon Mode fundamentally changed how the weapon's potential is utilized.

Second Generation

The History of Monster Hunter Weapons

Introduced in the second generation, these weapons are cousins to their first-generation counterparts, sharing functionality but distinct movesets and mechanics.

Long Sword

The History of Monster Hunter Weapons

The Long Sword is known for fluid combos, high damage, and refined mechanics. While visually similar to katanas among first-generation Great Swords, it received its own moveset in Monster Hunter 2. It maintains the high damage of the Great Sword but offers superior mobility and smoother combos. It sacrifices blocking capabilities.

The Spirit Gauge, filled by landing attacks, activates the Spirit Combo, a powerful damage-dealing sequence.

Monster Hunter 3 added Spirit Roundslash, a finisher increasing the Spirit Gauge to three levels (white, yellow, red), each granting stronger attack buffs.

Monster Hunter World added a new finisher and a parry attack, Foresight Slash, which can be used with or without the Spirit Gauge, offering invulnerability when used with a full gauge.

Iceborne introduced the Iai Stance, with Iai Slash and Iai Spirit Slash, providing faster Spirit Gauge filling and another parry attack.

The Long Sword's combo-oriented design has evolved into a counter-based style, integrating parries and counters to efficiently reach its full potential.

Hunting Horn

The History of Monster Hunter Weapons

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 impact damage, prioritizing head shots for stuns, but with lower overall damage due to its support capabilities.

Changes primarily revolved around the Recital mechanic until Monster Hunter Rise. 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, activated by initial attacks, provide buffs when walked over.

Monster Hunter Rise overhauled the weapon, simplifying Recital activation (double-tapping a button) and halving the song list, automatically applying buffs. This change proved controversial, simplifying the weapon but potentially sacrificing its complexity.

Gunlance

The History of Monster Hunter Weapons

The Gunlance, a hybrid of Lance and Bowgun, functions like a Lance with a large shield and piercing lance, but with the added ability to fire explosive rounds (unlimited ammunition, replenished upon reloading).

Unlike the Lance, its attacks are primarily slashing and cutting, and it features finishers like Wyvern's Fire (a charged explosive attack). Shelling types affect the attacks and explosions.

Monster Hunter 3 enhanced its aggressive design with a quick reload mechanic for infinite combos, a downward slam (Full Burst), and the ability to charge additional shells for single attacks.

Monster Hunter X introduced the Heat Gauge, increasing damage with shelling usage, but overheating leads to temporary lockout.

Monster Hunter World added Wyrmstake Shot, an impaling explosive finisher.

The Gunlance's unique reloading and shelling mechanics require careful balance to maximize both offense and avoid overheating.

Bow

The History of Monster Hunter Weapons

The most agile ranged weapon, the Bow excels in close-to-mid-range combat, utilizing its mobility and combo-based attacks (similar to melee weapons). Like the Great Sword, it features chargeable attacks.

Its hit-and-run style prioritizes weak point targeting and multi-hit attacks for elemental damage. Coatings enhance damage and inflict elemental/status effects.

While early games featured Shot Types (affecting attacks), Monster Hunter World unified the moveset, integrating Shot Types into the base attacks and making Close-Range Coating infinite.

Monster Hunter Rise reintroduced Shot Types, tied to charge levels.

Despite variations in finishers, Monster Hunter World's overhaul streamlined the Bow's gameplay, emphasizing an aggressive, combo-heavy ranged style.

Third and Fourth Generation

The History of Monster Hunter Weapons

These weapons, introduced in Monster Hunter 3 and Monster Hunter 4, respectively, are morphing weapons (except the Insect Glaive) with unique mechanics tied to their transformed states.

Switch Axe

The History of Monster Hunter Weapons

The Switch Axe, introduced in Monster Hunter 3, has Axe and Sword modes. The Axe Mode is surprisingly mobile and long-reaching, with an infinite stamina-based combo. Sword Mode prioritizes damage, utilizing phials and the Elemental Discharge finisher.

While its core design remains consistent, its morphing capabilities have improved over iterations. Monster Hunter World's Amped state empowers attacks in Sword Mode.

Monster Hunter Rise extended Amped to both modes, encouraging form-switching for maximum damage.

The Switch Axe stands out with its form-swapping mechanics and explosive combat flow.

Insect Glaive

The History of Monster Hunter Weapons

The Insect Glaive, introduced in Monster Hunter 4, focuses on aerial combat. It uses a Kinsect (controlled insect) to collect essences for buffs. It excels at mounting monsters.

While its base attacks are unremarkable, its potential lies in collecting red, white, and orange essences for attack, mobility, and defense buffs.

Subsequent games added attacks and finishers, but core gameplay remained consistent. Monster Hunter World: Iceborne added the Descending Thrust finisher.

Monster Hunter Rise simplified Kinsect upgrades, tying them to weapon level and introducing different Kinsect types.

Collecting essences quickly remains crucial for maximizing the Insect Glaive's effectiveness.

Charge Blade

The History of Monster Hunter Weapons

The Charge Blade, another transforming weapon (Sword and Axe modes), is known for its versatility and powerful finishers. Sword Mode charges phials, while Axe Mode unleashes Amped Elemental Discharge. It's considered one of the most difficult weapons.

Mastering Guard Points is key for charging phials while defending. Phial types vary by weapon. Smooth transitions between modes are crucial.

The Charge Blade's difficulty is balanced by its versatility and depth.

Will There Be More?

The History of Monster Hunter Weapons

While Monster Hunter Wilds features fourteen weapons, more exist, unreleased in the West. Given the series' longevity, future installments may introduce new weapons or port existing ones.

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