The History of Monster Hunter Weapons
Monster Hunter is renowned for its diverse weapon types and captivating gameplay. But did you know even more weapons exist, absent from recent titles? Explore the rich history of Monster Hunter weaponry.
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History of Weapon Types in Monster Hunter
Celebrating over two decades since its 2004 debut, Monster Hunter's enduring appeal stems partly from its diverse 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 constant refinement. Moreover, several weapons from older games remain unreleased in the West. Let's delve into Monster Hunter's history, focusing on the hunter's most crucial equipment: their weapons.
First Generation
These weapons, introduced in the original Monster Hunter and its iterations, are the series' foundational arsenal. They've endured, evolving with refined movesets and mechanics.
Great Sword
Arguably the franchise's most iconic weapon, the Great Sword debuted in 2004. Its immense damage potential comes at the cost of mobility. While capable of devastating single hits, its attacks are slow, akin to a Gravios charging a hunter. The heavy blade can also function as a shield, though at the expense of stamina and sharpness.
Initially, gameplay revolved around hit-and-run tactics and precise spacing. While combos were possible, the slow animations made extended attacks less effective. A unique feature was the damage variation depending on the blade's impact point—the center dealt more damage than the tip or hilt.
Monster Hunter 2 introduced the iconic Charged Slash—a multi-level charge attack culminating in a powerful swing. This remains a cornerstone of the weapon's appeal.
Subsequent games built upon this charging mechanic, adding finishers and smoother combo transitions. Monster Hunter World's shoulder tackle allowed quicker access to charged attacks.
The Great Sword offers a low skill floor, high skill ceiling. Mastery involves maximizing damage by executing True Charged Slashes in limited openings.
Sword and Shield
Embodying versatility, the Sword and Shield balances relatively low single-hit damage with quick combos, blocking capabilities, high mobility, and utility. Initially considered a beginner weapon, its complexity has grown with added mechanics and attacks.
Early gameplay centered on swift slashes and combos, leveraging its mobility. Monster Hunter 2 allowed item usage while the weapon remained drawn.
Later iterations expanded the moveset, adding shield bash combos (Monster Hunter 3), backsteps and jumps (Monster Hunter 4), and Perfect Rush and aerial finishers (Monster Hunter World and Rise).
Despite its shorter range and lower damage output, the Sword and Shield remains a jack-of-all-trades. Infinite combos, quick attacks, backstep evasiveness, powerful finishers, and a reliable block make it deceptively deep.
Hammer
One of two blunt weapons (dealing impact, not slashing damage), Hammers cannot sever tails but excel at breaking parts, particularly heads. Following Monster Hunter 2, the Hammer became synonymous with KO potential.
Its playstyle resembled the Great Sword's hit-and-run approach, but with surprisingly high mobility and no blocking capability. The charge mechanic uniquely allowed movement during charging.
The moveset remained largely consistent until Monster Hunter World and Rise, which introduced the Big Bang and Spinning Bludgeon, bolstering offensive options beyond the golf swing and Superpound.
Two modes, Strength and Courage, were added, altering charge attacks and effects. Effective Hammer use involves strategic mode switching and maintaining charge while moving.
The Hammer's goal is simple: target the head for KOs. This requires skill, rewarding hunters with opportunities for devastating charged attacks and combo finishers.
Lance
The Lance embodies the adage "a good offense is a good defense." Its long reach allows ranged attacks, and its large shield blocks most incoming attacks, making it a defensive powerhouse. Skillful builds can even mitigate seemingly unguardable attacks. Despite limited mobility and attacks, its damage output is considerable.
Gameplay resembles boxing, utilizing pokes from a safe distance. Primary attacks include forward and upward thrusts, chainable up to three times. The counter mechanic enhances this defensive posture. Running charge and shield bash attacks aid in closing distance.
Often perceived as "boring" due to its less flashy animations, the Lance's design is unique. It rewards players for holding their ground rather than evading, transforming the hunter into a formidable tank.
Light Bowgun
The Light Bowgun is a highly mobile ranged weapon, maintaining normal movement speed while drawn. Its smaller size enables faster reload speeds, sheathing, and dodging.
The trade-off is reduced firepower compared to its heavier counterpart, with a more limited ammunition selection. Customization options include barrels, silencers, and scopes.
The Light Bowgun's rapid-fire capability compensates for its ammunition limitations and lower damage, making it surprisingly effective.
Monster Hunter 4's "Critical Distance" mechanic added depth, requiring precise ranged shots for maximum damage depending on ammunition type.
Monster Hunter World introduced Wyvernblast (ground bombs) and a slide maneuver, further enhancing its run-and-gun style.
The Light Bowgun has evolved beyond a "weaker" version of the Heavy Bowgun, offering a balanced, user-friendly ranged experience.
Heavy Bowgun
The Heavy Bowgun is the premier ranged weapon of the first generation, boasting high damage and access to most special ammunition. Its size and weight, however, severely restrict mobility.
While the Light Bowgun prioritizes mobility, the Heavy Bowgun offers ammunition flexibility. Its slower movement speed (walking only while drawn) necessitates careful positioning. Customization options include shields for defense.
Its core design remained consistent, serving as powerful artillery or support. Low mobility, however, can lead to extended downtime if targeted by the monster.
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, further expanding the weapon's strategic depth. Both require careful ammunition management due to crafting requirements.
The Heavy Bowgun's strength lies in its powerful ammunition, such as Cluster and Crag, allowing for quick monster takedowns. While minor changes have occurred, its core identity remains unchanged: big gun, big bullets.
Dual Blades
The flashy Dual Blades prioritize speed, excelling at inflicting status ailments and elemental damage due to their multi-hit attacks. Notably, despite being a first-generation weapon, they were only included in the Western release of the original Monster Hunter.
Their rapid attacks, while individually weak, accumulate significant damage. Demon Mode boosts damage and unlocks further attacks, but consumes stamina.
Subsequent releases refined this design. 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 evasion without stamina drain.
The Demon Dash, a unique movement tool, allows for swift maneuvering. Monster Hunter Generations Ultimate's Adept Hunter Style tied a perfect dodge to the Demon Dash, boosting damage and attack capabilities.
While the core remains consistent, refinements have enhanced its offensive capabilities. Archdemon Mode significantly altered gameplay, encouraging sustained use of the powered-up state.
Second Generation
Introduced in the second generation, these weapons are cousins to their first-generation counterparts, offering similar functionality with distinct movesets and mechanics.
Long Sword
The Long Sword is celebrated for its fluid combos, high damage, and sophisticated mechanics. Cosmetically resembling katanas, it officially debuted in Monster Hunter 2, boasting superior mobility and combo flow compared to the Great Sword, but lacking a block.
The Spirit Gauge, filled by landing attacks, activates the Spirit Combo, a powerful damage string.
Monster Hunter 3 expanded the Spirit Gauge and added the Spirit Roundslash finisher, increasing the gauge level (white, yellow, red) for stronger attack buffs.
Monster Hunter World introduced the Spirit Thrust Helm Breaker and the Foresight Slash (a parry attack), enhancing combo flow and offering invulnerability.
Iceborne added the Iai Stance, with Iai Slash and Iai Spirit Slash, providing faster gauge filling and another parry attack.
The Long Sword's design shifted from combo-focused to counter-based, incorporating parries and counters for smoother gameplay.
Hunting Horn
The Hunting Horn is a support weapon, introduced in Monster Hunter 2, utilizing the Recital mechanic. Combining different colored notes produces beneficial effects (attack buffs, defense buffs, healing).
Like the Hammer, it deals impact damage, primarily targeting the head for stuns. Lower damage output compared to the Hammer is offset by its support capabilities.
Changes primarily focused on the Recital mechanic. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity. Monster Hunter World enabled song queuing, streamlining buff activation. Iceborne introduced Echo Notes, providing additional buffs.
Monster Hunter Rise significantly overhauled the weapon, simplifying Recital activation and reducing the song list. While this simplified the weapon, it also sparked controversy among players.
Gunlance
A hybrid of Lance and Bowgun, the Gunlance (introduced in the second generation) functions similarly to a Lance but incorporates explosive shelling. Ammunition is unlimited, replenished upon reloading.
Unlike the Lance's piercing attacks, the Gunlance uses cutting and slashing attacks, with finishers like Wyvern's Fire (a charged explosive attack). Shelling types vary depending on the Gunlance, affecting attack power.
Monster Hunter 3 added a quick reload mechanic for infinite combos and the Full Burst attack. Shells could be charged for increased damage.
Monster Hunter X introduced the Heat Gauge, increasing damage with more shelling but risking overheating.
Monster Hunter World added the Wyrmstake Shot finisher.
The Gunlance's unique reloading and shelling mechanics require a balanced approach to avoid overheating and maximize damage.
Bow
The Bow, introduced in Monster Hunter 2, is the most agile ranged weapon, specializing in close-to-mid-range combat. Its combo-based gameplay resembles melee weapons. Chargeable attacks fire more arrows with successful charges.
Hit-and-run tactics are crucial, targeting weak points and maximizing elemental damage through multi-hit attacks. Coatings modify damage or inflict status effects.
Early iterations featured Shot Types, affecting available attacks. Monster Hunter World simplified this, making the moveset universal and combo-heavy.
Monster Hunter Rise reintroduced Shot Types, tying them to charge levels.
The Monster Hunter World overhaul emphasized aggressive combo-based ranged combat, differentiating it from the Bowgun's point-and-shoot style.
Third and Fourth Generation
These weapons, introduced in Monster Hunter 3 and 4, respectively, are notable for their morphing abilities and unique mechanics.
Switch Axe
The Switch Axe (introduced in Monster Hunter 3) features Axe and Sword modes. Initially requiring a quest completion to unlock crafting, it's now readily available.
Gameplay involves balancing both modes. Axe Mode offers range and mobility, with infinite stamina-based combos. Sword Mode delivers higher damage, phial attacks, and the Elemental Discharge finisher.
Monster Hunter World introduced the Amped state, empowering Sword Mode with phial attacks. New attacks improved transitions between modes.
Monster Hunter Rise extended the Amped state to both modes, encouraging switching for maximum damage.
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) is an aerial weapon, paired with a Kinsect (insect companion) that collects essences for buffs. The Kinsect can be controlled freely or targeted using pheromone bullets.
While the base attacks are unremarkable, the weapon's potential lies in collecting red, white, and orange essences for attack, mobility, and defense buffs, respectively. Collecting all three provides stronger, non-resetting buffs.
Subsequent releases added attacks and finishers. Monster Hunter World: Iceborne introduced the Descending Thrust finisher.
Monster Hunter Rise simplified Kinsect upgrades, tying them to weapon level and introducing new Kinsect types (Normal, Assist, Powder, Speed).
The Insect Glaive's gameplay centers around efficient essence collection for maximum buff uptime.
Charge Blade
The Charge Blade (Monster Hunter 4) is another transforming weapon with Sword and Axe modes. Sword Mode charges phials, while Axe Mode unleashes the Amped Elemental Discharge. It's considered one of the most challenging weapons.
Gameplay involves utilizing guard points to efficiently charge phials. Phial types vary by weapon. Mastering transitions between modes and understanding monster behavior are crucial for maximizing effectiveness.
The Charge Blade's versatile offense and complex mechanics reward skilled players.
Will There Be More?
While Monster Hunter Wilds features fourteen weapons, others exist in previous releases, unreleased in the West. Given the series' longevity, future games might introduce new weapons or revive older ones.
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