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...
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· 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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