Monster Hunter Weapon History: A Timeline
Monster Hunter is renowned for its diverse weapon arsenal and thrilling gameplay. But did you know even more weapons existed in earlier games, never making it to newer releases? This deep dive explores the history of Monster Hunter weapons.
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History of Weapon Types in Monster Hunter
Monster Hunter, celebrating over two decades since its 2004 debut, is celebrated for its diverse weapon selection. Monster Hunter Wilds boasts fourteen distinct weapon types, each with unique strengths, weaknesses, movesets, and mechanics to master. The evolution from the original Great Sword to its modern counterpart is dramatic, showcasing the series' growth. Furthermore, several weapons from older games remain exclusive to certain regions. Let's delve into the history of these iconic hunter tools.
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
The franchise's iconic powerhouse, the Great Sword, debuted in 2004. Its immense single-hit damage comes at the cost of slow attack speed and movement. The weapon can even be used defensively as a shield, though at the expense of stamina and sharpness.
Initially, gameplay centered on hit-and-run tactics and precise spacing. While combos existed, the slow animations made continuous attacks inefficient. A unique feature was the damage variation based on the blade's impact point—the center dealt maximum damage.
Monster Hunter 2 introduced the pivotal Charged Slash, a multi-level charge attack culminating in a devastating swing. This remains a cornerstone of the weapon's appeal.
Subsequent games built upon the charge mechanic, adding more finishers and smoother combo transitions, while retaining the deliberate pace. Monster Hunter World's shoulder tackle, for example, allows for quicker access to charged attacks after taking a hit.
The Great Sword offers a low skill floor but a high skill ceiling. Mastery lies in maximizing damage output by perfectly timing True Charged Slashes within limited attack windows.
Sword and Shield
The versatile Sword and Shield offers a balanced approach. While lacking in single-hit damage, it compensates with rapid combos, blocking capabilities, high mobility, and utility. Initially considered a beginner weapon, its complexity has grown with each iteration.
Early gameplay relied on quick slashes and superior mobility. Monster Hunter 2 added the ability to use items while the weapon remained drawn.
Later installments expanded the moveset with features like 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 shorter range and lower damage, the Sword and Shield remains a jack-of-all-trades. Its infinite combo potential, swift attacks, built-in evasiveness, impressive finishers, and blocking ability make it a deceptively deep weapon.
Hammer
One of two blunt weapons (incapable of tail cuts), the Hammer excels at breaking parts, particularly heads. After Monster Hunter 2, it became synonymous with KO potential through repeated head strikes.
Its playstyle initially resembled the Great Sword's hit-and-run approach, but with surprisingly higher mobility and no blocking. The charge mechanic uniquely allowed movement during charging.
Monster Hunter World and Monster Hunter Rise significantly revamped the Hammer, introducing the Big Bang and Spinning Bludgeon attacks, enhancing its offensive capabilities beyond the classic golf swing and Superpound.
Two modes, Strength and Courage, were also introduced, altering charge attacks and effects. Mastering mode switching based on monster matchups is crucial for optimal performance.
The Hammer's objective is straightforward: target the head for KOs and unleash powerful charged attacks or combo finishers.
Lance
Embodying the adage "a good offense is a great defense," the Lance utilizes its reach for ranged attacks and its large shield for superior defense. The shield can block most attacks, even some considered unguardable with the right skills. Despite limited mobility while drawn and a restricted attack set, its damage output is considerable.
Gameplay resembles an outboxer's strategy: poking from a distance while maintaining a guard. Core attacks involve forward and upward thrusts, chainable up to three times. The counter mechanic, added later, further reinforces this defensive approach. Running charge and shield bash attacks aid in closing distance.
Often underestimated due to its less flashy animations, the Lance rewards players for standing their ground. It transforms the hunter into a tank, offering a defensive style that even the Gunlance doesn't fully replicate.
Light Bowgun
This ranged weapon, a staple since the first generation, prioritizes mobility and speed. Its smaller size allows for faster reloading, sheathing, and dodging compared to its heavier counterpart. Customization options, including long barrels, silencers, and scopes, allow for weapon tailoring.
While lacking the raw firepower of the Heavy Bowgun, the Light Bowgun compensates with its rapid-fire capability for certain ammo types. This makes it surprisingly effective despite its ammunition limitations and lower damage.
Monster Hunter 4's introduction of "Critical Distance," a mechanic where damage is maximized at specific ranges based on ammo type, added depth to ranged combat.
Monster Hunter World introduced Wyvernblast (ground-planted bombs) and a slide maneuver after shooting, enhancing its run-and-gun playstyle.
The Light Bowgun has evolved beyond being a weaker Heavy Bowgun. Its simplicity and ease of use, combined with advanced mechanics, set it apart.
Heavy Bowgun
The Heavy Bowgun, the premier ranged weapon of the first generation, boasts high damage and access to specialized ammunition. Its size and weight, however, severely restrict mobility while drawn.
The trade-off for reduced mobility is ammunition versatility. Customization options exist, and a shield attachment offers protection.
Its design remained largely consistent, focusing on high-damage ranged support. The low mobility, however, can lead to downtime if the monster targets the hunter.
Monster Hunter 3 introduced Siege Mode, allowing for continuous firing without reloading. Monster Hunter World added Wyvernheart (minigun-like) and Wyvernsnipe (high-damage single shot) special ammo types, which are not consumed from the inventory and recharge over time. Both require strategic ammunition management due to crafting requirements.
The Heavy Bowgun's core identity—high-damage, specialized ammunition—remains unchanged, despite the addition of a new dodge roll and attachments.
Dual Blades
The flashy Dual Blades prioritize speed and are highly effective at inflicting status ailments and elemental damage due to their multi-hit attacks. Interestingly, despite being a first-generation weapon, they were only included in the Western release of the initial Monster Hunter game.
Gameplay focuses on rapid, fluid combos. While individual attacks are weak, the sheer speed and volume of hits accumulate significant damage.
Demon Mode, a damage-boosting state with access to enhanced attacks and maneuvers, comes with 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, allowing for Archdemon Mode—a powered-up state with new attacks and maneuvers without stamina drain.
The Demon Dash, a unique movement tool, was enhanced in Monster Hunter Generations Ultimate with the Adept Hunter Style, allowing for perfect dodges that grant damage boosts and enhanced dashes.
While the core remains unchanged, refinements have enhanced its offensive capabilities. Archdemon Mode significantly altered the weapon's use, shifting from a cycle of entering and exiting Demon Mode to maintaining Archdemon Mode.
Second Generation
Introduced in the second generation, these weapons are akin to their first-generation counterparts, but with distinct movesets and mechanics.
Long Sword
Known for its fluid combos, high damage, and advanced mechanics, the Long Sword, while cosmetically similar to some first-generation Great Swords, received its official release in Monster Hunter 2. It shares the Great Sword's slashing damage but offers superior mobility and more free-flowing combos, at the cost of blocking.
The Spirit Gauge, a key mechanic, fills with successful attacks, enabling the Spirit Combo—a powerful attack string.
Monster Hunter 3 added Spirit Roundslash, a finisher that boosts the Spirit Gauge to three levels (white, yellow, red), each providing stronger attack buffs.
Monster Hunter World introduced a new finisher and a parry attack, Foresight Slash, enhancing combo fluidity and adding a defensive element. Iceborne's Iai Stance added further defensive and offensive options.
The Long Sword, while always combo-focused, has evolved into a counter-based weapon, seamlessly integrating parries and counters into its fluid attacks.
Hunting Horn
The support weapon, the Hunting Horn, debuted in Monster Hunter 2. Its unique Recital mechanic involves playing different colored notes to trigger various beneficial effects (attack/defense buffs, healing). Like the Hammer, it deals impact damage, primarily targeting the head to stun monsters, but with generally lower damage output due to its support capabilities.
Changes primarily focused on refining the Recital mechanic until Monster Hunter Rise, which overhauled the weapon. Monster Hunter 3 Ultimate allowed note playing during attacks, improving fluidity. Monster Hunter World introduced queued songs and Echo Notes, further streamlining Recitals.
Monster Hunter Rise simplified Recitals significantly, making note playing automatic and reducing the number of songs. This simplification, while making the weapon more accessible, proved controversial, with some feeling it lost its complexity.
Gunlance
A hybrid of Lance and Bowgun, the Gunlance, introduced in the second generation, combines the Lance's shield and piercing attacks with explosive shelling. Unlike the Lance, its attacks are mainly slashing and it features finishers. Wyvern's Fire is a charged attack that unleashes all stored shells.
Shelling types vary depending on the Gunlance, affecting attack power and explosions.
Monster Hunter 3 added a quick reload mechanic, enabling infinite combos, and the Full Burst attack. The ability to charge additional shells for single attacks was also introduced.
Monster Hunter X introduced the Heat Gauge, influencing damage output and adding a risk-reward element.
Monster Hunter World added Wyrmstake Shot, another powerful finisher.
The Gunlance's unique reloading and shelling mechanics, combined with its aggressive playstyle and Heat Gauge management, make it a distinctive weapon.
Bow
The most agile ranged weapon, the Bow (introduced in Monster Hunter 2) excels in close-to-mid-range combat, using mobility and combos to deal damage. Like the Great Sword, it has chargeable attacks, and utilizes Coatings to enhance damage or inflict elemental/status effects.
Its hit-and-run style and multi-hit attacks make it highly effective for elemental damage.
While earlier games featured Shot Types that limited attack options, Monster Hunter World standardized the moveset, making it more combo-heavy and integrating Shot Types into the base moveset. Monster Hunter Rise reintroduced Shot Types, tying them to charge levels.
The Monster Hunter World overhaul enhanced the Bow's aggressive, combo-focused playstyle, differentiating it from the Bowgun's point-and-shoot approach.
Third and Fourth Generation
These weapons, introduced in Monster Hunter 3 and Monster Hunter 4, respectively, feature unique transformation mechanics.
Switch Axe
The Switch Axe (Monster Hunter 3) features Axe and Sword modes. Axe Mode offers range and mobility with an infinite stamina-based combo, while Sword Mode prioritizes damage, phial usage, and the Elemental Discharge finisher.
The weapon's design balances offense between the two modes.
Monster Hunter World introduced the Amped state, empowering Sword Mode attacks. Monster Hunter Rise extended the Amped state to both modes, encouraging form-switching.
The Switch Axe's unique form-swapping mechanics and explosive combat style set it apart.
Insect Glaive
The Insect Glaive (Monster Hunter 4) is an aerial weapon, utilizing a Kinsect to gather essences that provide buffs. The Kinsect can be controlled to collect essences or home in on the monster. The weapon excels at mounting monsters.
Gathering red, white, and orange essences provides attack, mobility, and defense buffs.
While core gameplay remains consistent, improvements have been made to the upgrade system and Kinsect types. Monster Hunter World: Iceborne added the Descending Thrust finisher. Monster Hunter Rise simplified Kinsect upgrades and introduced new Kinsect types.
The Insect Glaive's focus on essence collection and aerial combat provides a unique and rewarding gameplay experience.
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 charged phials with the Amped Elemental Discharge. It's known for its complexity.
Its versatility and powerful finishers are balanced by its demanding skill requirements. Mastering Guard Points for efficient phial charging is crucial.
The Charge Blade's balanced offense, mechanical depth, and demanding skill curve make it a uniquely rewarding weapon.
Future Weapons?
While Monster Hunter Wilds features fourteen weapons, more exist in previous regional releases. The series' longevity suggests future games may introduce new weapons or revive older ones.
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