Monster Hunter Rise - Weapons

The 14 weapon types of Monster Hunter Rise, grouped the way the game groups them: the eleven melee classes and the three gunner classes. Every type carries a full combo tree, its own resource or gauge, and a Rise-specific kit of Silkbind Attacks and Switch Skills, so the choice of weapon is really a...
of 14 entries · updated 2026-09-15

Melee Weapons

The eleven melee classes, from the slow two-handed weapons that commit to every swing to the fast blade and blunt classes that trade commitment for pressure.

Name Type Description Abilities Stats Source
Great Sword Melee / Heavy Slash The slowest and hardest-hitting blade in the game, built around charging a slash while standing still and reading the monster's opening before releasing it. Charged Slash and True Charged Slash Tackle (armour through a hit while charging) Power Sheathe attack buff Rage Slash Switch Skill (charge while being hit) Damage: Very high per hit Mobility: Low Range: Long Mechanic: Charge levels Kamura smithy, Bone and Ore trees from low rank
Long Sword Melee / Slash A counter-heavy katana class that builds a Spirit Gauge through Spirit Slashes and spends it on Spirit Blade combos and the Helm Breaker. Spirit Gauge and Spirit Blade combo Iai Spirit Slash counter Spirit Helm Breaker Serene Pose Switch Skill Damage: High sustained Mobility: High Range: Long Mechanic: Spirit Gauge Kamura smithy, Iron and Bone trees
Sword & Shield Melee / Slash and Blunt The versatile starter class: fast slashes, a shield that can block, the ability to use items with the weapon drawn, and blunt shield bashes that build stun. Perfect Rush burst combo Metsu Shoryugeki counter Silkbind Shield bashes that deal stun Use items with the weapon drawn Damage: Medium Mobility: High Range: Short Mechanic: Item use and stun Starting weapon at character creation
Dual Blades Melee / Fast Slash The fastest attacking class, driven by Demon Mode and the Archdemon Mode it leaves behind. Demon Mode and Archdemon Mode Spiral Slash Silkbind Piercing Bind Demon Flurry Rush aerial combo Damage: Medium per hit, very high DPS Mobility: Very high Range: Short Mechanic: Demon Gauge Kamura smithy, Twin Blades trees
Hammer Melee / Blunt The blunt damage class, built around charge levels and head hits that build stun and knock a monster down. Charged swings and Big Bang combo Impact Crater Silkbind slam Courage Switch Skill (faster charges) Stun and KO on head hits Damage: High Mobility: Medium Range: Short Mechanic: Charge levels and stun Kamura smithy, Iron and Bone trees
Hunting Horn Melee / Blunt Support Rise rebuilt the horn from a slow recital weapon into an attacking buff class: every swing plays notes into a Melody gauge, and the gauge is spent on songs that buff attack, defence, stamina or health for the whole party. Melody gauge and song buffs Sonic Bloom Silkbind Earthshaker encore Blunt damage and stun Damage: Medium Mobility: Medium Range: Medium Mechanic: Songs and buffs Kamura smithy, Horn trees
Lance Melee / Piercing The dedicated tank class: a shield that holds against almost anything, a hop instead of a roll, and pokes that never stop. Power Guard and Guard Dash Anchor Rage Silkbind counter Spiral Thrust Silkbind Backstep and side hop instead of rolls Damage: Medium sustained Mobility: Low but relentless Range: Medium Mechanic: Guard and counter Kamura smithy, Lance trees
Gunlance Melee / Shelling A lance with a cannon in it: the class mixes pokes with shells that ignore much of a monster's hide, plus the Wyrmstake Cannon and Wyvern's Fire. Shelling levels: Normal, Long, Wide Wyrmstake Cannon Wyvern's Fire Bullet Barrage Silkbind Damage: High burst Mobility: Low Range: Medium Mechanic: Shelling and sharpness cost Kamura smithy, Gunlance trees
Switch Axe Melee / Morphing A weapon that morphs between a heavy axe and a fast sword, building an Amped State in sword mode that adds explosion damage to every hit. Axe and Sword modes with morph attacks Amped State explosions Invincible Gambit Silkbind Rapid Morph Switch Skill Damage: High sustained Mobility: Medium Range: Medium Mechanic: Sword gauge and Amped State Kamura smithy, Switch Axe trees
Charge Blade Melee / Morphing and Phials The most technical class in the game: sword and shield charges phials, the axe spends them, and the loop is managing both. Phial charging and Super Amped Elemental Discharge Counter Peak Performance Silkbind Axe Hopper Silkbind Impact and Element phial types Damage: Very high burst Mobility: Medium Range: Medium Mechanic: Phials and guard points Kamura smithy, Charge Blade trees
Insect Glaive Melee / Aerial A polearm paired with a Kinsect that harvests extracts from a monster's body: red for attack, white for speed, orange for defence, and all three for a full buff. Kinsect extract buffs (red, white, orange) Vault and aerial combos Diving Wyvern Silkbind Kinsect stamina and element types Damage: Medium sustained Mobility: Very high Range: Long Mechanic: Extracts and Kinsect Kamura smithy, Glaive trees

Ranged Weapons

The three gunner classes, which trade melee commitment for distance and require their own ammo or coating economy.

Name Type Description Abilities Stats Source
Light Bowgun Ranged / Rapid Fire The mobile gunner class: rapid fire on selected ammo types, a fast reload and the ability to keep moving while shooting. Rapid fire on supported ammo Fanning Maneuver and Fanning Vault Wyvernblast mines Ammo crafting in the field Damage: Medium sustained Mobility: Very high Range: Long Mechanic: Ammo and rapid fire Kamura smithy, Bowgun trees
Heavy Bowgun Ranged / Heavy Firepower The slow, heavy gunner class: charged shots, a shield attachment option and two special shots, Wyvernheart's machine-gun burst or Wyvernsnipe's piercing round. Wyvernheart and Wyvernsnipe special shots Charged shots Counter Charger Silkbind Optional shield attachment Damage: Very high burst Mobility: Very low Range: Very long Mechanic: Charge and ammo Kamura smithy, Bowgun trees
Bow Ranged / Charge and Coating A charge-level ranged class that trades stamina for damage: each shot charges to a higher level, coatings add element, status or power, and the arc shot rains projectiles on a part. Charge levels and arc shots Coatings: power, element, status, blast Herculean Draw Silkbind Absolute Power Shot Silkbind Damage: High sustained Mobility: High Range: Long Mechanic: Stamina and coatings Kamura smithy, Bow trees
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