As of this writing, I've hit the 300 hour mark with my playtime in Monster Hunter Rise. Suffice to say, I got really into it. In fact, I got so into it that I took the time to learn every weapon in the game. I thought it'd be fun to run down my experiences with each weapon; I don't really do these list-type blog entries too much, and this seemed like the perfect topic to do a list on. Before I begin, I should establish that me having learned every weapon does not equate to complete mastery. As you may expect out of anybody who plays this game, I gravitate towards certain weapons more than others. That said, I did establish a couple of rules for myself wherein I can comfortably say that I at least understand the basics of each weapon:
As an added bonus, I added some pictures of my character posing with some of my go-to picks for each weapon. I even put in exactly what my build is in the image caption. I also leave a preference rating for each weapon at the end, based on the in-game Guild Card that lets you show other players which weapons you favor. The rating is between 1 to 3 stars, and my basis for each rating takes into account how much I enjoy playing the weapon and how comfortably I can clear hunts with it. With that out of the way, let's get to the actual list. Dual Blades![]() [Weapon: Reddnaught Dragon Wing (Ramp-Up: Valstrax Soul)] ; [Armor Set: Valstrax Helm (Dragonheart 1, Weakness Exploit 1) | Valstrax Mail (Dragonheart 1, Resuscitate 2) | Valstrax Braces (Dragonheart 1, Weakness Exploit 2) | Valstrax Coil (Dragonheart 1, Resuscitate 1, Resentment 2) | Valstrax Greaves (Dragonheart 1, Resentment 2)] ; [Talisman: Critical Eye 2] ; [Decorations: x3 Speed Sharpening, x3 Critical Boost, x5 Dragon Attack] This was the weapon I started the game with, and I exclusively played it until I beat Thunder Serpent Narwa. I didn't try any other weapons in-game when I first started and simply picked up Dual Blades immediately. I felt that its seeming unga bunga playstyle fit me well, and once I learned the other aspects of the game, I found myself consistently succeeding at hunts without putting much thought into anything other than watching the monster's patterns. Dual Blades don't seem to do much damage on hit, but it's made up for by the fact that it has incredibly fast attacks that you can chain together that'll rack up a ton of damage as you go along. There really isn't a lot of specific combos you need to keep track of; I got by just mashing buttons. In terms of commitment, you don't really have to worry about getting stuck in a long combo, as not only are most Dual Blades combos pretty quick, you have a good amount of mobility that'll help you weave in and out of the monster's range. What makes Dual Blades special is the Demon Mode mechanic. This is a stance you activate that gives you a bit more damage, slightly different attacks, and a very helpful movement speed boost. While in this stance, your stamina drains continuously; you'll need to keep an eye on it so you aren't caught off guard when you lose the speed boost. Attacking in Demon Mode charges your meter, and when it's full and turns red, you go into Archdemon Mode, which is basically the same thing except you can use Demon Mode moves without actually switching into Demon Mode. Filling up the meter shouldn't be too much of a problem so long as you keep landing hits. The default X Silkbind (Piercing Bind) is a weird move to me, as it has nothing at all to do with the Dual Blades itself and is just you jabbing a kunai onto a monster. I did get used to it, however, and it's a solid way to add more damage during openings. The A Silkbind move (Shrouded Vault) is a badass advancing move that serves as a counter, and I always enjoy tanking through monster attacks with it. I have Dual Blades loadouts for every element type and status effect, as I found that I can rack up a bit more damage with elemental builds and proc statuses more quickly with this weapon. I'm sure a raw damage build is equally, if not more effective (I have a loadout focused on that, too), but as I will establish throughout this post: I do not care about building optimally. I'll use whatever weapon I want and build a loadout around that. Additionally, I also don't care about minmaxing damage, so don't expect too many full crit or raw damage builds out of me, either. As for armor skills, I prioritize the following:
My Switch Skill selection:
Final preference rating: 3 stars - You never forget your first, and even after trying all the other weapons, I still really enjoy the fast-paced combat of Dual Blades, and the act of zipping along a monster's back never gets old. Bow![]() [Weapon: Rampage Bow S (Ramp-Ups: Attack Boost IV, Non-elemental Boost, Firing: Rapid, Use Power Coating, Use Exhaust Coating, Arc Shot: Recovery)] ; [Armor Set: Mighty Bow Feather (Bow Charge Plus) | Anjanath Mail S (Focus 2, Marathon Runner 1) | Vaik Braces (Normal/Rapid Up 2) | Vaik Coil (Normal/Rapid Up 1) | Rakna Greaves (Constitution 2, Stamina Surge 2)] ; [Talisman: Constitution 2, Wirebug Whisperer 1] ; [Decorations: x1 Stamina Surge, x1 Constitution] After a while, I felt like trying a ranged weapon, so I went ahead and picked up the bow. Control-wise, it was as straightforward as I expected, but there were two aspects of it that took some getting used to: coating types and shot types. The bow allows you to coat your arrows with special coatings that give passive buffs, from inflicting statuses on monsters or to simply boost damage. Each bow has a specific set of coatings they had access to, so there was an added layer of item management I had to do pre-hunt. Now, you don't really need to use coatings to kill shit, but using them does give you quite the edge in some instances. Each bow also has specific shot types that can vary depending on how long you charge your shot. There's Rapid, which rewards accuracy (since its shots hit a small area), Pierce, which travels through a monster's body (making it good for larger monsters), and Spread, which, as the name implies, is a spread shot of arrows (great for getting a lot of hits in). Aside from their individual strengths, each shot type also has a specific range where your shots do the most damage, and it's always a challenge to stay within that range as the monster moves around and tries to kick your ass. Of these three types, I found Rapid the easiest to use, since all I have to worry about is aiming directly at the monster's weakest points. That said, I do enjoy occasionally using the other shot types; Pierce is always satisfying on big monsters, and Spread lets me be more up close and personal. There's also something called the Arc Shot, of which there are also three types (Recovery for HP regen, Affinity for crit rate boost, and Brace for reduced knockback), but from my experience, I rarely have opportunities to use these buffs apart from multiplayer. For the Wirebug moves, the default X Silkbind (Focus Shot) is more of a utility move that's both a jumping dodge and a way to replenish stamina, but I always forget to use it. The A Silkbind (Herculean Draw) is similar in this regard, but it's a grounded dodge (which I find more useful), and boosts damage for a short period. As with Dual Blades, I have a Bow build for every element, all of which use Rapid shots. I also have a non-elemental Pierce build with the Nargacuga Bow, a non-elemental Rapid build with the Rampage Bow, plus a few elemental Spread Bows just for fun. My go-to Bow armor skills:
My Switch Skill selection:
Final preference rating: 2 stars - I always love using bows in video games, and the Bow in Monster Hunter is just as fun as any other, with the added challenge of managing coatings, staying in range, and maintaining stamina. Plus, Aerial Aim is cool as shit. Hammer![]() [Weapon: Iron Devil's Soul (Ramp-Up: Paralysis Boost III)] ; [Armor Set: Volvidon Helm S (Paralysis Attack 2, Bludgeoner 1) | Anjanath Mail S (Focus 2, Marathon Runner 1) | Anjanath Vambraces S (Slugger 2, Attack Boost 2) | Anjanath Coil S (Attack Boost 2) | Anjanath Greaves S (Marathon Runner 2)] ; [Talisman: Bludgeoner 2] ; [Decorations: x1 Slugger, x1 Paralysis Attack, x1 Focus, x3 Stamina Thief] I watched some other players use the Hammer, and I thought it looked hilarious to bonk monsters on the head over and over, so I gave this a try next. It eventually became my second most-used weapon after Dual Blades. Compared to Dual Blades, the Hammer's few combos are a bit slower and require a bit more commitment, but when they hit a monster in the goddamn face, it feels good. And since it's a blunt weapon, you can inflict stun if you keep whacking the monster's head, and once they get stunned, you get to wallop them some more. It's simple, yet utterly satisfying. In a similar manner, the Hammer's Silkbind moves are perhaps some of the most satisfying moves to hit in the game. The X Silkbind (Silkbind Spinning Bludgeon) is what I like to call Spin to Win; it's a jumping attack where you whirl the hammer like a maniac and clobber monsters multiple times. The A Silkbind (Impact Crater) is perhaps the highest damage move in your arsenal, and feels absolutely cathartic to hit. You also have the ability to charge your hammer up to a maximum of three levels. Letting go of a charge executes a different move depending on the charge level, and some of those moves can chain into your basic combos. You can also charge up and go directly into a Silkbind move, giving those moves even more damage. I didn't get what the point of this mechanic was at first, but I eventually found it to be a fantastic combo starting/extending tool and a good way to reposition myself. Although I have a perfectly decent Affinity build with the Nargacuga Hammer, I ended up building elemental Hammer loadouts anyway, because fuck optimal builds, that's why. Here's what my armor skills look like when I run Hammer:
My Switch Skill selection:
Final preference rating: 3 stars - I found everything about the Hammer to be incredibly satisfying. Bonking feels good, you get to stun monsters, you can hit for big damage, and you're even surprisingly mobile with it. And of course, you can Spin to Win. Light Bowgun![]() [Weapon: Night Owl (Ramp-Up: Attack Boost III | Mod: Long Barrel)] ; [Armor Set: Shell-Studded Hat S (Ballistics 2) | Shell-Studded Vest S (Normal/Rapid Up 1, Pierce Up 1) | Shell-Studded Gloves S (Spread Up 1, Normal/Rapid Up 1) | Shell-Studded Sash S (Ballistics 1) | Shelled Sandals S (Spread Up 1, Pierce Up 1)] ; [Talisman: Reload Speed 2, Defense Boost 1] ; [Decorations: x3 Spare Shot, x1 Pierce Up, x1 Reload Speed, x3 Recoil Down] I was quite intrigued by the fact that there were guns (or, at least, gun-like weapons) in the game, so I gave Light Bowgun a try. Like the Bow, it was straightforward control-wise (just go pew pew), but the thing that made it tricky to master was all the ammo management you had to do. Each Light Bowgun has access to a different assortment of ammo types. You have your standard ones, which work similarly as the Bow (Normal, which is the equivalent to Rapid, Pierce, and Spread), specialized ammo types (like Slicing and Sticky Ammo), ammo that can inflict statuses, and even ammo that can buff teammates. Needless to say, that's a ton of items to keep track of, so it took me a while to keep track of what to bring or what to craft whenever I used a Light Bowgun. Every ammo type also has a specific effective range as well, which was another thing to take into account in the heat of battle. As I was quite overwhelmed with the ammo aspect of the weapon, I initially only ever crafted one Light Bowgun (the Nargacuga one) and built around that. But as I got used to managing ammo, I've slowly started building other sets focused on different ammo types. I've still yet to build sets based around more specialized ammo types like Sticky Ammo, but I now have sets for at least all three basic ammo types. I also quite enjoy the strategy involved in simply switching between different ammo types depending on the situation, so I don't really feel the need to hyper-focus on a specific build centered around just one ammo type. Light Bowguns can also be modded with either a Silencer (to reduce recoil) and the Long Barrel (to increase range). It's a small but neat addition that lets you customize to fit your playstyle. I personally use the Long Barrel more so I have a bit of leeway in terms of effective range. The Light Bowgun also has access to something called the Wyvernblast. I liken these to mines you can plant on the ground, but they only detonate when you fire your weapon at them. They're quite tricky to use since you either need an opening or to successfully kite monsters onto them, but it's rather satisfying to blow them up and deal big damage. The Silkbind moves are more mobility-focused, with the X (Silkbind Glide) being helpful for repositioning on the ground, and A (Fanning Vault) being useful for leaping into the air. The latter is a lot of fun in conjunction with the Wyvernblasts, as vaulting over a monster allows you to plant the mines directly on their bodies, which makes it even easier to deal massive damage. As for armor skills, I mix and match between the following:
For Switch Skills, I favor these:
Final preference: 2 stars - The ammo management can be rather demanding, but I enjoy that very aspect of the Light Bowgun. It's really easy to get into if you've played shooters before, so the real challenge (and fun) is switching ammo types on the fly and inflicting a wide variety of punishment on monsters. Plus, using Fanning Vault to stick Wyvernblasts on monsters is also something I enjoy a lot. Sword & Shield![]() [Weapon: Hi Ninja Sword (Ramp-Up: Silkbind Boost)] ; [Armor Set: Rathalos Helm S (Attack Boost 1, Partbreaker 1) | Rathalos Mail S (Attack Boost 1, Partbreaker 1, Windproof 1) | Anjanath Vambraces S (Slugger 2, Attack Boost 2) | Anjanath Coil S (Attack Boost 2) | Golden Hakama (Critical Boost 2, Latent Power 1)] ; [Talisman: Bludgeoner 3] ; [Decorations: x1 Slugger, x1 Critical Boost] Out of the 14 weapons in the game, Sword and Shield seemed like the least exciting of the bunch to me, but after actually trying it, I quite appreciate how simple it is to use, how mobile it is, and how versatile it can be. At first glance, Sword and Shield's attacks appear to be just "swing the sword", and for the most part, that's true. The cool thing about the sword combos, however, is that mid-combo, you can perform a Backstep that lets you momentarily weave out of danger and jump back in with a variety of attacks. This alone was a lot of fun; performing a Backstep and following up with the Perfect Rush combo always felt satisfying. Compared to the more outlandishly giant weapons of the game, Sword and Shield is more on the reasonable scale in terms of size. Unfortunately, the monsters you face are anything but, and I found myself struggling with certain monsters whose weak points who were too high for me to slash from ground level. You actually have a few moves in your arsenal that let you vault upwards, but you don't really have much of an aerial moveset anyway. This is the first weapon of the bunch that I tried which has a shield, and I never really used it for its intended purpose (guarding attacks) at first. Instead, I use the shield primarily as an attack, as this weapon has moves and combos where you can bash the shield at monsters. Since it deals blunt damage, it can potentially stun monsters if you aim for the head, and that's always helpful. Unique to Sword and Shield is the ability to use items with your weapon drawn (specifically, while guarding). At this point, I was already used to sheathing to heal or use Endemic Life, so I never really take advantage of this. For Silkbind attacks, you have the X (Falling Shadow), which is the quick-and-easy vertical attack that lets you jump up into the air and follow up with another move on hit. Like I said, Sword and Shield can have trouble in terms of vertical range, so this move is always handy. The default A Silkbind is Windmill, a whirling AoE attack that does a modest amount of damage and has some invincibility frames. It's good, but as I'll explain further on, I don't use this much at all. I'm still in the process of crafting a Sword and Shield set for every element/status, but I do have a build revolving around the Hi Ninja Sword, a weapon with 200 raw damage, lengthy green sharpness, and a whopping 100% Affinity. In this rare instance, I built around maximum damage, slotting in Bludgeoner (to complement the sharpness) and Critical Boost (to take advantage of the guaranteed crits) into my armor sets. Here are the skills I focus on when building around Sword and Shield:
I choose the following Switch Skills:
Final preference rating: 2 stars - Sword and Shield is a fantastic jack-of-all-trades weapon, and while I still have the occasional trouble with its vertical range, I love that it has such a variety of moves in its arsenal that can get me through most situations. I also just really enjoy landing Perfect Rushes out of Backstep and stunning motherfuckers with Metsu Shoryugeki. Heavy Bowgun![]() [Weapon: Ladybug Mortar (Ramp-Up: Spread Effect II) | Mod: Power Barrel)] ; [Armor Set: Shell-Studded Hat S (Ballistics 2) | Rakna Mail (Spread Up 1, Reload Speed 1) | Rathalos Braces S (Attack Boost 2) | Rakna Coil (Spread Up 1) | Vaik Greaves S (Ammo Up 1)] ; [Talisman: Evade Extender 3] ; [Decorations: x1 Spread Up, x3 Spare Shot, x2 Reload Speed, x3 Recoil Down, x1 Ballistics, x1 Attack Boost, x1 Ammo Up] After getting used to the Light Bowgun, I gave the Heavy Bowgun a shot, confident that I've at least surmounted the initial challenge of managing ammo (after all, the Heavy Bowgun uses the same ammo types). Though the principle is exactly the same (shoot a bitch in the face), the Heavy Bowgun comes with challenges of its own that set it apart from its lightweight counterpart. The most obvious difference off the bat is that you have significantly less mobility using the Heavy Bowgun. At this point, I hadn't used a weapon with mobility this reduced yet (despite having adjusted to the slightly reduced movement when aiming the other ranged weapons), so I initially struggled with positioning and getting myself out of danger. I did eventually get used to it, but it took a while, and there was also the fact that this is a ranged weapon (i.e. my positioning struggles are focused mainly on staying within range and not so much closing distance). Another thing that sets Heavy apart from Light is the ability to charge your shots. As you expect, a charged shot hits harder. In practice, however, charging my shots didn't really feel useful to me, as it's hard to land hits on a moving target. Moreover, the potential of me getting hit myself increases when I charge, and with the mobility being as little as it is, I simply avoided using charge shots almost entirely. I only really had opportunities to charge during knockdowns, and even then, I'd rather just pelt the monster with a barrage of shots. Instead of the Wyvernblast, Heavy Bowguns can have either one of two special shot types: Wyvernsnipe or Wyvernheart. Wyvernsnipe is a devastating single shot that lets loose a piercing round into the monster and explodes. Wyvernheart, on the other hand, is what I call Siege Mode: it's essentially a minigun that lets you unload a hail of bullets onto monsters that can flinch them if you aim right. Of the two, I favor the latter, because going full Rambo on a motherfucker is never not satisfying. Like the Light Bowgun, you can also mod the Heavy Bowgun, with the choices being a Shield (which allows for automatic guarding) and a Power Barrel (increases damage, go figure). As I go out of my way to remain out of range from most monster attacks, I didn't really take advantage of the Shield at all, so I opt for Power Barrel in pretty much every build. That said, I definitely see use in it for certain builds that require me to be at a closer range, and I'm open to trying it a bit more. The Silkbind moves are also different from the Light Bowgun. The X is Free Silkbind Glide, and while I use it mostly as a horizontal dodge on the ground, you can also follow it up with a melee attack. The A move is Counter Shot, which puts you into a counter stance. Getting hit during this state charges up a powerful shot that deals a ton of damage. Given how reduced the mobility is, this move is a real lifesaver. As the Heavy Bowgun uses the same ammo that the Light Bowgun does, I simply created parallel weapon sets that focus on specific ammo types. Didn't have to think too hard about that one. My choice of armor skills:
My Switch Skill choices:
Final preference rating: 1 star - The same challenge of ammo management remains, but the Heavy Bowgun mixes things up enough to distinguish itself from the Light Bowgun. I may pick Light Bowgun more than Heavy on average because of the mobility, but make no mistake: I enjoy this weapon just as much as its little brother for different reasons. The Counter Shot is equal parts useful and satisfying, and I'll always enjoy blasting monsters with Wyvernheart (and sometimes Wyvernsnipe). Long Sword![]() [Weapon: Phantom Mirage (Ramp-Up: Attack Boost III)] ; [Armor Set: Barioth Helm S (Critical Draw 2) | Jyuratodus Mail (Power Prolonger 2, Evade Extender 1) | Goss Harag Braces S (Critical Draw 1, Punishing Draw 1) | Nargacuga Coil S (Evade Extender 2, Critical Eye 1) | Damascus Greaves (Handicraft 2)] ; [Talisman: Quick Sheath 2, Defense Boost 1] ; [Decorations: x1 Power Prolonger, x3 Speed Sharpening, x1 Quick Sheath, x2 Punishing Draw] I was intimidated by Long Sword at first when I gave it a whirl in the Training Area, but being able to feel like a badass samurai in this game was enough motivation to learn it. After a ton of practice, I ended up really enjoying the weapon and how combo-oriented it is. The basic moves of the Long Sword are about what you expect from a sword, but things get a little interesting thanks to the Spirit Gauge. This is a meter that fills up when you land hits, and that meter is expended when you use certain moves called Spirit Slashes. The idea is to land a full Spirit Slash combo, which ends in a Spirit Roundslash. Landing the roundslash levels up your Spirit Gauge, changing its outer color to denote the current power level (in order: colorless, white, yellow, red). The higher the level, the greater your damage. My initial struggle was my penchant of getting very greedy, as I have a tendency to over-commit to combos. I definitely received my fair share of ass-whoopings because I tried too hard to level up my Spirit Gauge. I eventually learned that there are combos that lead into Spirit Roundslash much quicker, which, along with trying to be more patient, helped me to become more competent with the weapon. You also have access to a couple of other special moves with the Long Sword. The first is Foresight Slash, which you can perform mid-combo (at the cost of all your Spirit Gauge to perform a backward dodge and lunge forward with a counterattack. What's cool about this move is that if you time the dodge to avoid a monster's attack at the last second, you can follow it up directly into a Spirit Roundslash, allowing you to charge your meter in quick fashion. It also fills up the Spirit Gauge itself, so you can fire off more Spirit Slashes if need be. Though a bit tricky to pull off, this move is so badass, I will put myself in danger regularly just so I can have the satisfaction of hitting the counter. The other special move is called Special Sheathe, which is also executed mid-combo. As the name implies, performing this move sheathes your weapon. You then briefly enter a stance where you can execute one of two moves: an Iai Slash or an Iai Spirit Slash. The former is a quick two-hit move that, when it lands, changes the color of your meter to blue, which means your Spirit Gauge autofills. The latter is a straight up counter move; if you time it successfully to parry an attack, you immediately follow up with a Spirit Roundslash. Both these moves are incredibly useful; not only is the Iai Slash helpful for charging meter, I can combo in Roundslash from this move rather quickly. And in the same vein as Foresight Slash, Iai Spirit Slash feels super satisfying to land, and I will go for it at literally any opportunity. As for the Silkbind moves, you have Soaring Kick as the X input. This is like Sword and Shield's Falling Shadow in that it's a jumping attack that has a follow-up. In the same way, this move has two follow-ups when you land the first hit: a basic Plunging Thrust, and the Spirit Helmbreaker. The latter move is perhaps the strongest move in the Long Sword's arsenal, hitting monsters multiple times for a massive amount of damage. Landing the Helmbreaker lowers your Spirit Gauge power level by one, so if you want to make the most out of it, you always want to charge to red before using it. The other Silkbind move is Serene Pose, which is yet another counter move. This is a little easier to use than the Long Sword's other counter moves, as you're put into a stance where you automatically counter when you're hit during it. It also does a hefty amount of damage, but like the Spirit Helmbreaker, it lowers your power level by one. I only made one Long Sword, which was the Chameleos one with the badass invisible blade. I'm planning to make a bunch of elemental sets, but for now, the raw damage build serves me just fine. My selection of armor skills:
I select these for my Switch Skills:
Final preference rating: 3 stars - I now understand why Long Sword is so popular; it looks cool, landing combos feels good, and the many counters make you feel badass when you land them. I always have a fun time whenever I pick this weapon, and few things in this game feel as amazing as countering a monster with an Iai Spirit Slash. Lance![]() [Weapon: Tigrex Lance (Ramp-Up: Attack Boost III)] ; [Armor Set: Kaiser Crown (Critical Eye 3, Critical Boost 1) | Diablos Mail S (Guard 2, Offensive Guard 1) | Rakna Armguards (Constitution 2, Stamina Surge 1) | Diablos Coil S (Guard 1, Stamina Surge 1) | Diablos Greaves S (Guard 1, Offensive Guard 1)] ; [Talisman: Constitution 2, Partbreaker 2] ; [Decorations: x1 Guard, x1 Evade Extender, x1 Constitution, x1 Stamina Surge] Past the halfway point, I was left with the weapons I was too intimidated to try early on. I decided to ease myself in by starting with what seemed like the simplest out of the bunch: the Lance. I was mostly correct in that it was easy to understand, but that's not what I enjoyed about it. The moveset is as simple as you may expect: you can either do a succession of mid thrusts or high thrusts; simply use the one that reaches the monster's weak points. You also have a Wide Sweep, which is a good charge move you can use during big openings, as well as a Dash Attack that hits continuously and helps close the distance. That's basically it: just poke a bitch in the face until it dies. The Lance also comes with a shield, and it is just as important as the weapon itself. As it turns out, you have pretty low mobility while wielding this weapon, so I had to rely a ton on the shield to keep my ass alive. In addition, you also have a Counter-Thrust that immediately lets you attack after a successful guard, allowing you to keep the pressure even after being attacked. You can even perform a Power Guard which greatly reduces the effect of hitstun of blocked attacks, and has follow-ups like a more powerful Counter-Thrust and a Leaping Thrust. I mentioned that I didn't really use the shield of the Sword and Shield, so I wasn't particularly good at using the shield when I first started out with Lance. However, I quickly got the hang of it, and I really enjoyed simply tanking through hits and following up with a series of pokes to a monster's eyes. I'm used to weaving in and out of range when a monster attacks, so standing my ground and staying next to a monster despite the danger was a refreshing change of pace. The Silkbind moves of the Lance are pretty interesting. The X input (Twin Vine) looks like the Piercing Bind of Dual Blades in that you jab a kunai into the monster, but the difference is this creates a wire that connects you to the monster. While this wire is up, you can quickly close the distance by jumping directly to where the kunai is embedded, which is incredibly useful for getting back in range. The other Silkbind move is Anchor Rage, which is a counter stance that boosts your attack when you're hit during it. There's no follow-up, but the attack boost does scale depending on what kind of attack you absorb. As far as my builds go, I mainly have one raw damage Lance ready to go (the Tigrex one), but I'm in the process of making a few elemental sets. Here's what skills I pick for Lance:
My Switch Skills are the following:
Final preference rating: 1 star - Though not my go-to weapon most days, I still like picking up the Lance on occasion, because I get a unique sense of enjoyment from the fact that so much of its gameplay revolves around using your shield. It's a nice change of pace from my usual weapon picks, which are more on the aggressive side. Gunlance![]() [Weapon: Fading Night (Ramp-Up: Attack Boost III)] ; [Armor Set: Bazelgeuse Helm (Artillery 1, Guard 1) | Bazelgeuse Mail (Guard Up 2, Agitator 1) | Bazelgeuse Braces (Load Shells 1, Guard Up 1) | Bazelgeuse Coil (Load Shells 1, Guard 1) | Bazelgeuse Greaves (Artillery 2, Guard 1)] ; [Talisman: Partbreaker 2, Constitution 2] ; [Decorations: x3 Evade Extender, x3 Constitution, x2 Guard, x3 Speed Sharpening] After successfully figuring out the Lance, I thought, "Gunlance should be easy to get into, right?" For the most part, I was kinda right, but I definitely still had a learning curve to overcome before I could start really enjoying what the weapon had to offer. The Gunlance is similar to the Lance in that there's only really a few moves and combos to keep track of, but the main difference is that the Gunlance has explosive shells that you can use to deal a good bit of damage along with striking with the lance itself. Like the Bowguns, there's a bit of ammo management here, and you have to reload occasionally to replenish your clip. Thankfully, however, you don't have to micromanage Gunlance shells like you do Bowgun ammo; it doesn't take up inventory space, and all you have to do is reload when needed. You can also charge your shelling to create bigger booms, but you'd need some decent openings to hit it successfully. Gunlances have one of three shelling types: Normal (which has the highest ammo capacity), Wide (individual shells do a ton of damage at the cost of ammo capacity), and Long (shells have the best range, allowing you to keep distance somewhat). The different types favor slightly different playstyles, but starting out, I crafted one with Long shelling so I have some leeway on how far away I can be from the monster. I'm still getting around to crafting sets for the other shelling types so I have a Gunlance for whichever playstyle I feel like using. Somewhat conveniently, nearly all Gunlance combos end with a move called Wyrmstake Cannon, which embed a sort of spear or harpoon into a monster if landed successfully. Once it's stuck, it does lingering damage. It's a bit of a challenge to avoid accidentally ending a combo with the move when there isn't an opening, but once I got the hang of it, I can consistently land the move with little issue. If you've already used Wyrmstake Cannon and want to use it again, you have to reload it the same way you do regular shells, so you'll also need to pick your moments on when to reload. Some combos allow you to perform a Full Burst, which lets loose all the shells in your clip for massive damage. You'll obviously need to reload shortly afterwards, but landing this move is a quick way to tack on some damage. Like the Lance, the Gunlance is a pretty low mobility weapon, so relying on the shield (which this also has) is pretty important. However, the shield isn't as central to the gameplay of the Gunlance as the regular Lance, as you don't really have much in the way of counter moves. That said, it's still a very handy tool, and because I was already accustomed to the regular Lance, blocking with the Gunlance was almost second nature to me. There's also something called Wyvern's Fire, which is this super powerful charge move that unleashes a devastating blast onto unsuspecting bastards. Since it has a lot of startup, you can only really use this move on big openings, but when those opportunities come up, it's satisfying to land. This move has a cooldown after you use it, so you'll have to wait a while before you can dish it out again. The X Silkbind move is Hail Cutter, a jumping move that slams down on the monster and reloads your Gunlance in the process. It's a pretty good move with a couple of decent follow-ups (Full Burst, and even Wyvern's Fire), and it has the added bonus of shortening the charge time for Wyvern's Fire. The A move is Guard Edge, which is a counter stance that doesn't follow up into an attack, but restores sharpness if you get hit. As it happens, the Gunlance loses sharpness very quickly especially if you use shelling a lot, so this move comes in handy when you can't take the time to use a Whetstone. Here's what I go for with armor skills:
As for my Switch Skills:
Final preference rating: 1 star - Gunlance was a bit tricky to get into thanks to the added wrinkle of managing ammo and sharpness, but once I got the hang of it, I was blasting monsters left and right. I still don't feel that I'm the most effective at it (which is why I marked it 1 star in terms of preference), but that doesn't at all mean that I don't enjoy its explosive gameplay. Great Sword![]() [Weapon: Dark of Night (Ramp-Up: Attack Boost III)] ; [Armor Set: Anjanath Helm S (Focus 1, Slugger 1) | Anjanath Mail S (Focus 2, Marathon Runner 1) | Anjanath Vambraces S (Slugger 2, Attack Boost 2) | Anjanath Coil (Attack Boost 2) | Golden Hakama (Critical Boost 2, Latent Power 1)] ; [Talisman: Evade Extender 2, Weakness Exploit 1] ; [Decorations: x2 Critical Eye, x1 Evade Extender] Watching clips online, I could tell that Great Sword had the same sense of satisfaction that Hammer brings me when I wallop a monster in the goddamn face. However, I immediately noticed that this weapon is slow as fuck. In terms of moves, the Great Sword is pretty straightforward, with a bunch of strikes that you'd expect from most sword weapons. Your main source of damage is the Charged Slash, where you build up power, wallop the monster, and then chain into more powerful iterations of the Charged Slash. The only problem is, you'll have to buy an engagement ring to your moves, because they're quite slow and require a significant amount of commitment to hit. As somebody who's needlessly aggressive in this game, I struggled a ton with the Great Sword, as I often got too greedy and went for my slowest attacks at the least convenient moments. This is really more a hit-and-run weapon, and I don't really roll like that. It also doesn't help that your mobility with Great Sword isn't all that great, either, so closing distance or dodging out of harm's way is a tall order. You do have a couple of tools to help with the latter, like a guard (where you use the flat side of the sword to block attacks), and a tackle (a move that can help you withstand attacks and immediately follow up with your Charged Slashes). The latter in particular is as tricky to use as any other counter move, with the added caveat that even if you tank a hit and keep your charge up, the monster could easily just move out of the way. For the X Silkbind move, you have Hunting Edge, which is a jumping attack that can go into Charged Slash. The Great Sword doesn't have too much trouble in terms of vertical range, but it is pretty decent for closing a bit of distance. The A Silkbind move is Power Sheathe, which is a horizontal dodge that not only sheathes the sword, but powers it up for a brief time. This move is incredibly useful given the low mobility, because it's a really quick dodge that can get you out of trouble in a pinch (and since you come out of it sheathed, you can move a lot quicker and use items if needed). I only really have one Great Sword set (the Nargacuga one), but here's what I look for in an armor set regardless:
Here's what I got for Switch Skills:
Final preference rating: 1 star - I definitely see the appeal of Great Sword, and understand how it's primarily a hit-and-run weapon, but I don't feel comfortable enough yet to use it often. I need some more practice, but I'm slowly but surely getting to the point where I'm consistently getting my hits in. Hunting Horn![]() [Weapon: Teostra's Orphee (Ramp-Up: Teostra Soul)] ; [Armor Set: Anjanath Helm S (Focus 1, Slugger 1) | Jelly Vest S (Blast Attack 2) | Anjanath Vambraces S (Slugger 2, Attack Boost 2) | Anjanath Coil S (Attack Boost 2) | Damascus Greaves (Handicraft 2)] ; [Talisman: Evade Extender 2, Weakness Exploit 1] ; [Decorations: x1 Blast Attack, x1 Evade Extender, x1 Attack Boost, x3 Stamina Thief, x1 Horn Maestro] One of my friends (a legit MH veteran who's been around since the first gen) is a Hunting Horn main in Rise, and he swears by how fun it is. I was willing to try the weapon just going off of that (and the hilarious notion that a musical instrument can somehow vanquish dragons), but upon realizing that the weapon is a bonk-style weapon reminiscent of the hammer, I went and tried it immediately. Yep, it's super fun. The moveset for Hunting Horn is pretty simple: each of your main inputs (X, A, X+A) is an attack, and you can freely combo into any combination of them when you fight. On its own, this wouldn't be that interesting, but there's more: each of those three inputs is associated with a "note" that the Hunting Horn plays. Lining up two of the same note plays a melody, which confers upon you a helpful buff. The idea is to use your bread-and-butter combos to dish out damage, and to activate your buffs when necessary (e.g. when they expire). I thought it was going to be complex, but it's actually quite simple and easy to pick up. The Hunting Horn also has a few special moves. One is called Perform, which you can use to end pretty much any combo (and play some funky music). Successfully landing the moves does two things: one, you play a unique melody called Self-Improvement, which boosts your movement speed and prevents your attacks from being deflected. Second, it fills up your Hunting Horn Gauge significantly (other moves fill it up, but using Perform is the fastest). More on the gauge later. Next, we have Magnificent Trio, which becomes available when you line up all three different notes at once. Using it unleashes a deadly barrage that not only deals a good amount of damage, but plays all three of your melodies at once, applying each corresponding buff simultaneously. It's the perfect move to use during openings. Lastly, we have Infernal Melody. Remember the Hunting Horn Gauge I mentioned before? When that fills up, this move becomes available. It's a follow-up you can input right after using Perform or Magnificent Trio, and what this does is play a concussive tune that also does a lot of damage. It also applies the Infernal Melody buff, which increases your attack considerably. Using this in conjunction with Magnificent Trio is often the most effective way to make the most of it. Each Hunting Horn has a unique set of three melodies (corresponding to each attack input), with effects ranging from healing, status protection, stat boosts, and more. As opposed to checking weapon elements or raw stats, my choices in Hunting Horn were informed by the melodies they played. I prefer having a healing/support set handy, so the Hunting Horn sets I've built have melodies like Health Regeneration and Earplugs. My friend said that the melodies don't make or break a build (they're just nice to have), but I personally found it more interesting to build around the gimmick. Speaking of support, the melodies you play also help out nearby allies! I've been playing solo almost exclusively for the past two months, but in the rare occasions I got to play with friends, it was awesome to actually be able to heal or buff my team to keep them in top shape. There's a certain fun to playing a support role, and Hunting Horn fills that niche quite well in this game. As for Silkbind moves, the X (Slide Beat) is an advancing move (always useful, in my view) that does some decent damage and can combo into Perform/Infernal Melody. The A input (Earthshaker) is a powerful short range attack that embeds a blade into the monster, then from that blade erupts a sonic wave coming from the instrument. It can be tricky to hit unless there's an opening, but it does a ton of damage and can easily interrupt a monster's assault. For this weapon, I select the following armor skills:
For my Switch Skills, I picked:
Final preference rating: 2 stars - I enjoy the Hunting Horn a lot. Its freeform combos feel nice, the melody mechanic is interesting and lends itself well to support play, and most importantly, it bonks the shit out of monsters and plays cool tunes at the same time. This is a go-to pick for me when I go multiplayer. Insect Glaive![]() [Weapon: Evening Calm (Ramp-Up: Attack Boost III) | Kinsect: Foebeetle (Dual Color - Defense)] ; [Armor Set: Kaiser Crown (Critical Eye 3, Critical Boost 1) | Jyuratodus Mail (Power Prolonger 2, Evade Extender 1) | Rakna Armguards (Constitution 2, Stamina Surge 1) | Rathalos Coil S (Attack Boost 2, Windproof 1) | Rakna Greaves (Constitution 2, Stamina Surge 2)] ; [Talisman: Evade Extender 2, Weakness Exploit 1] ; [Decorations: x3 Speed Sharpening, x1 Critical Boost, x1 Constitution, x1 Power Prolonger] Now here was a weapon I was both excited and intimidated to try. On one hand, the whole Kinsect mechanic seemed like a lot to manage for me, but on the other, I really loved what I saw of this weapon's aerial combat. After actually trying the weapon out, I quickly found that my worries were unfounded. On its own, Insect Glaive is a pretty straightforward polearm weapon with moves that slash like a naginata. The grounded combos are more or less simple, but that's not what make this weapon special. The "insect" portion of Insect Glaive comes in with the aforementioned Kinsect. These are giant insects that you can command to attack monsters, and while they don't do a lot of damage, they do something just as important: they collect Kinsect Extracts, which the Kinsects deliver to you when you call them back. Kinsect Extracts come in three colors: red, orange, and white. Each color confers a corresponding buffs: red increases damage and expands your moveset, orange grants better defense and protects you from knockback, and white increases your movement speed. Having all three extracts at ones gives you a bonus Earplugs buff. The challenge of getting all three is dependent on the monster, as different body parts give you a specific color (with some being more troublesome to extract than others). I learned what parts give which extract purely through trial and error, but the weapon has a convenient function to mark targets, which reveals the color extract a body part gives through a color-coded powder that disperses into the air. The Kinsect themselves are a whole separate purchase you have to manage on top of the Insect Glaive itself. They come in four different types: Normal (no unique properties), Powder (attacks marked body parts automatically, and creates clouds of powder that can inflict status on monsters as it does), Assist (auto-attacks monsters when you have all three extracts), and Speed (builds up power when not in use). Each provides a slightly different playstyle; Assist is more hands-off, for example, while Powder is particularly fun if you want to inflict status and challenge yourself with positioning-heavy combat. On top of that, each Kinsect offers a unique bonus, and there's a wide variety of those to choose from. The bonuses can range from free heals on extract, buffs to the Kinsect itself (like faster attack or better stamina management), and even buffs that make extract management easier (increased uptime for your extract buffs). My preferred Kinsect is a subclass called Dual Color Kinsects, which collect two extracts simultaneously (one being the specific extract assigned to a monster's body part, and the other being a fixed extract). It effectively reduces a third of my work in collecting extracts since I only need to target two body parts to get my buffs up. Let's get to the fun part: aerial combat. A specific input allows you to use the Insect Glaive to vault into the air. Once in midair, you can perform a dodge to reposition yourself, or use one of two attacks: a downward slash that sends you back to earth, or an advancing slash that vaults you back into the air after a successful hit. The latter move is easily the most fun part of the Insect Glaive, because you can keep yourself in the air for a considerably long time if you chain successful hits and midair dodges. It's even better when you have red extracts, as this move becomes a multi-hit barrage that looks extra cool to boot. Fighting in the air is such a delight, I pretty much refuse to fight on the ground unless there's a big opening. The two Silkbind moves Insect Glaive has are more on the utility side. Silkbind Vault (the X input) is a straightforward jumping move that isn't an attack at all. However, it is still incredibly useful because you can use it in midair, helping you reposition yourself while flying. The other move is Recall Kinsect, which does as the name advertises, with the added bonus that it's a dodge that you can also do in mid-air. I don't use this move at all, as I can just as easily use the normal recall move to bring my Kinsect back. I'm currently working on Insect Glaive sets for every element, but as of now, I only really use the Nargacuga one for most hunts. My selection of armor skills:
My Switch Skill loadout:
Final preference rating: 3 stars - The aerial supremacy of the Insect Glaive was more than enough to propel it amongst my all-time favorite weapons in the game (it's very quicky become my third most-used weapon in Rise). It's just way too much fun to throw monsters for a loop by dodging in midair and then assaulting them with a continuous flurry of midair strikes. I also found the Kinsect mechanic engaging, as not only is buffing yourself a challenge in positioning in itself, there's also some variety to the Kinsects you can choose to fit your style. Switch Axe![]() [Weapon: Doom Bringer Axe (Ramp-Up: Element Exploit)] ; [Armor Set: Almudron Helm S (Rapid Morph 2) | Almudron Mail S (Razor Sharp 2, Power Prolonger 1) | Almudron Vambraces S (Rapid Morph 1, Evade Window 2) | Almudron Coil S (Evade Window 1, Power Prolonger 1) | Almudron Greaves S (Razor Sharp 1)] ; [Talisman: Evade Extender 2, Weakness Exploit 1] ; [Decorations: x3 Focus, x1 Power Prolonger, x5 Water Attack] We've now arrived at the morphing weapons. I saved the final two for last because I was initially confused by all this talk about phial attacks that I read in the weapon manuals. At some point, I just said "fuck it", and gave the Switch Axe a whirl. I was also partly inspired by another friend of mine who mains Switch Axe (their response to me saying that the weapon seems hard was something along the lines of "just hit the monster until it dies"). Turns out, they were right. The Switch Axe is an interesting weapon, as it can transform between two modes: Axe Mode and Sword Mode. Axe Mode is like the weapon's default state, and it's got a slow, but otherwise simple to use moveset with mostly freeform combos and only a few moves to keep in mind. In contrast, Sword Mode has much faster attacks (but reduced mobility), but it's similarly easy to perform combos since there's only a few moves to keep track of. Seems simple, but there's a lot more going on to the Switch Axe than just a stance change mechanic. Sword Mode also has a special move called Elemental Discharge, where you shove the sword right into the monster and unleash a multi-hit attack that ends in an explosion. It's a high commitment move, so you'll want to hold off on using this move until you have a decent opening. You've also got a Switch Gauge to manage when playing this weapon, and it's divided into two parts. The inner gauge is a meter with a line on it; as long as the meter is filled above the line, you can enter Sword Mode, but performing attacks during Sword Mode expends that meter, so you have to switch regularly so you can charge the meter with Axe Mode attacks (or by waiting). Otherwise, Sword Mode will be inaccessible for a brief cooldown period and you're stuck in Axe Mode for a bit. The outline of the Switch Gauge is a meter in itself, and it's filled by landing Sword Attacks. Once it's full, it glows white, denoting that your weapon is now in an Amped State. During this state, Sword Mode now discharges phial effects on successful hits, making your attacks more potent (more on phials later). Your Elemental Discharge also becomes enhanced when amped, becoming Zero Sum Discharge, where you ride the monster like a bucking bronco as you embed the sword into their body and detonate a massive explosion. It's tough to land, but goddamn, is it one of the coolest moves in the entire game. Each Switch Axe has one of five phial effects, which are applied to Sword Mode attacks during the Amped State. They are as follows: Power Phial (simply tacks on more raw damage to attacks), Element Phial (does increased elemental damage for weapons with elements), Exhaust Phial (inflicts the Exhaust status on monsters), Paralysis Phial (inflicts Paralysis), and Dragon Phial (does Dragon elemental damage). I thought at first that there was some sort of item management at paly with these phials, but nope, they just happen automatically once your Switch Axe is amped and you're in Sword Mode. It was nice to learn that it wasn't something I had to think about too hard. Per usual, you have your two Silkbind moves. The X input is called Switch Charger, a horizontal dodge that tops up your Switch Gauge and negates meter decrease. It's not only super handy as an evasive maneuver (especially when in Sword Mode), but there's also an added bonus of making sure you can keep using Sword Mode. As for the A input, you have Invincible Gambit, an advancing attack that lets you tank some hits as you go. Equally handy, but has actual offensive capability. Same as my aim for mostly every weapon, I have Switch Axe builds for every element/status, with most of the phial effects I selected being either Element Phial or Power Phial. I didn't really feel the need to make Switch Axes that focus on the other phial effects, but I'm sure there are some neat status-focused builds you can make with them. My typical Switch Axe armor set has the following skills:
I choose the following Switch Skills:
Final preference rating: 3 stars - The Switch Axe is a weapon right up my alley, encouraging hyper-aggression to keep your meter filled as much as possible. I also enjoyed the core experience that is its stance change mechanic (going from the slower axe attacks to the quicker sword strikes), and the phial effects are a fun bonus that make Sword Mode even more rewarding to play. Also, Zero Sum Discharge is such a cool move. Charge Blade![]() [Weapon: Bardichion Blade (Ramp-Up: Element Exploit)] ; [Armor Set: Almudron Helm S (Rapid Morph 2) | Almudron Mail S (Razor Sharp 2, Power Prolonger 1) | Almudron Vambraces S (Rapid Morph 1, Evade Window 2) | Bazelgeuse Coil (Load Shells 1, Guard 1) | Bazelgeuse Greaves (Artillery 2, Guard 1)] ; [Talisman: Fire Attack 2, Recovery Up 2] ; [Decorations: x2 Power Prolonger, x3 Guard, x1 Artillery, x1 Load Shells, x3 Fire Attack] Here it is, the final weapon. I saved this for last, because out of every weapon in the game, this seemed like the most complex of them all. The in-game manual for it had way too much information for me to process at first glance, so I was quite intimidated to try it for the longest time. Eventually, it was the only weapon left, so I had to give it a go. In retrospect, I feel kinda stupid, because it actually wasn't as hard as I made it out to be. I like to think of the Charge Blade as the Switch Axe in reverse, as your default state is the Sword Mode with its quick attacks, and you morph into Axe Mode for big damage at the cost of slower attack and movement. The main differences lie in how phials are utilized in this weapon, and the fact that Sword Mode actually comes with a shield (making it a Sword and Shield with extra steps). As far as movesets go for each stance, the basic attacks and combos are easy to pick up, but there are a bunch of nuances and other moves that the game itself doesn't teach you. The basic idea of Charge Blade is to land hits in Sword Mode until your phial meter changes color to either yellow or red. At this point, you can now do the "charge" portion of Charge Blade, and doing so will fill up your phials (which differs from the Switch Axe in that you actually have to manage phials like you do ammo). These phials are then expended in Axe Mode when you perform the Element Discharge move (which is functionally similar to when Switch Axe confers phial effects into attacks, except you do this manually here), or perform the powerful Amped Elemental Discharge or AED (a powerful move that leaves you a bit vulnerable, but applies phial effects multiple times). You have to be a bit careful when attacking in Sword Mode, as performing too many hits causes your phial meter to flash if you don't charge phials after reaching red. This means that any attacks you throw out will start to bounce off the monster, making them rather ineffective in terms of damage. The challenge is to get whatever hits you can and then finding a bit of time to charge phials so you don't reach that overcharged state. The game doesn't teach you this clearly, but you're also able to power up both your sword and shield (indicated on the UI by the corresponding icon glowing red). Powering up your sword require a bit of timing during the charge move, but time your button press right and you perform a Condensed Element Slash. Once the sword is powered up, your attacks are stronger and are less likely to be deflected. Powering up the shield takes a bit more effort, as you actually need some phials before you can power it up. By either pressing the morph input after a shield bash or cancelling an AED with the same button, you perform an Element Up Roundslash, which is a strike that also strengthens the shield. When the shield is buffed, your ability to block attacks is improved, and there's an added bonus of a small phial explosion happening every time a monster's hit connects, allowing you to apply a bit of extra damage while guarding. Having a powered-up shield also does something quite important: it allows you to perform a Super Amped Elemental Discharge, which, as the name implies, is a more powerful version of the regular AED. If you want to use this incredible move (and trust me, you do), you'll want to make sure your shield is powered up as much as possible. Like its normal counterpart, the Super AED leaves you quite open to a counterattack, so it's best to use this when there's a decent opening. While you can guard normally with the shield just fine, the Charge Blade has a unique mechanic called Guard Points you can take advantage of. A few of the attack animations has your hunter put the Charge Blade's shield directly in front of them, and you can actually block attacks during this brief moment. It takes a ton of practice to get the timing right, but using these Guard Points to your advantage feels utterly satisfying. And if you get really good at them, you can actually follow up directly into an AED after a successful guard. Compared to Switch Axe, there are only two phial types to keep track of: Element Phials and Impact Phials. The former is self-explanatory, while the latter inflicts stun. Nothing too complex. The X Silkbind move is Morphing Advance. As the name implies, it's an advancing attack, and it puts you into Axe Mode as you do so. It's particularly useful for closing distance while in Axe Mode, as you have reduced mobility there compared to Sword Mode. As for the A Silkbind, you have Counter Peak Performance, which is a counter stance (go figure). Getting hit during this move not only defends you from harm, but it also completely fills your phials, allowing you to go on the offensive with Elemental Discharges. Counters are always handy in this game, and not only is the ability to quickly fill phials super helpful, but Counter Peak Performance can follow up into a bunch of other moves (including, most notably, an AED or Super AED). Similar to Switch Axe, I have Charge Blades for every element/status. I mostly didn't care what phials they had, but I tried to pick ones with Impact Phial for that stun chance. Here are the skills I have when using this weapon:
For Switch Skills, I choose:
Final preference rating: 2 stars - After getting through the hurdle of its seemingly insurmountable learning curve, I found the Charge Blade to be a fun and challenging weapon to use. Juggling between keeping my phials full, spending them to deal big damage, ensuring my shield is charged, and knowing when to bust out a Guard Point is a lot to keep track of, but that's exactly what makes this weapon fun. Whenever I feel like thinking a bit more than I usually do when I play this game, I'll bust out this weapon. Well, this was quite a list, wasn't it? After I finished writing the main portion of this post, I came to the amusing realization that a mere three months ago, I knew close to jack shit about Monster Hunter. Now, I'm here writing about every weapon in the game like I know what I'm doing (I probably don't). Needless to say, I clearly got a ton of enjoyment out of MH Rise, and I'm glad I'm able to express that with a ridiculously long post describing weapons in excessive detail.
- end -
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Derryck
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