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  • 21/11/2023
Choosing the Monster Hunter Rise best weapons will always create some debate as there's so much choice on offer. After all, there are myriad categories of weapon and within each one are even more upgrades to forge and optimize within Monster Hunter Rise. We've settled on the three best Monster Hunter Rise weapons in a tier list for players just starting out in the game. Every weapon in the game is viable but first up are our choices for the Monster Hunter Rise best weapons.
Transcript
00:00 There will always be debate about the best Monster Hunter Rise weapons.
00:06 There are 14 options to choose from, countless upgrade paths and all of them are valid in
00:10 some way or another.
00:11 Whether you want damage, speed, mobility or range, there is something that will fit the
00:15 bill and something that will suit your way of playing.
00:18 But to help you find that special something, we're going to take a look at what we think
00:21 are the top 3 choices to get you started, and then take a look at everything else on
00:25 offer.
00:28 The Dual Blades are great for fast light attacks that get up close and personal.
00:33 You'll need to get in the face of the monster and never stop hitting because you can unleash
00:36 a colossal amount of damage and only stop to avoid attacks coming your way.
00:42 Since there's no blocking with two small blades in each hand, dodging is of the utmost importance
00:47 and the Dual Blades are all about mobility.
00:50 Demon Mode unlocks extra powerful moves at the expense of stamina and Silkbind attacks
00:55 increase mobility via Shrouded Vault's fast dash, while Piercing Bind throws an explosive
01:00 kunai that gets more powerful as you attack while it's embedded in a monster.
01:05 The Longsword is all about heavy attacks, combos and versatility.
01:09 It can take time to master and while it's slow, it hits hard, featuring a staggering
01:13 amount of combos and potential.
01:16 Basic combos deal a solid amount of damage and can be used to launch a range of other
01:20 attacks and crucially, fill up the spirit gauge.
01:24 This can unleash some powerful moves like the Spirit Blade combo or Special Sheath combo,
01:28 which is lethal.
01:30 Silkbind attacks like the Soaring Kick launch you into the air for a big downward slash
01:34 while Serene Pose gives you a powerful counter.
01:38 The Light Bowgun provides some good quick range damage if you like to keep a distance.
01:44 It's simple to use and offers less damage but more maneuverability than the Heavy Bowgun.
01:49 For the most part, the Light Bowgun works like a standard ranged weapon and benefits
01:53 from different ammo types that you can choose to alter the damage and effects you inflict
01:57 on a monster.
01:58 You can also place a Wyvern Blast which is basically a landmine that can do some serious
02:02 damage.
02:03 In Rise, the Light Bowgun is also more mobile now with a new step dodge move.
02:08 In terms of wirebug moves, Silkbind Glide dashes you in close to a creature and opens
02:13 up a new attack potential while Fanning Vault will fling you over them.
02:17 The Greatsword is probably the weapon everyone thinks of when they think of Monster Hunter.
02:22 It can deal a massive amount of damage but its power is countered by slow heavy swings
02:26 and a charge time that's required to get the most out of it.
02:30 Because it's very slow and deliberate to use, it requires great care to deploy the
02:33 Greatsword's moveset and actually connect all that high damage.
02:38 Wirebug's Silkbind attacks add in a power sheath move that lets you charge an even more
02:42 powerful blow while Hunting Edge adds extra mobility and damage via an airborne leap.
02:48 The Sword and Shield is a dependable weapon with a decent combination of mobility, combos
02:52 and damage.
02:54 It avoids flashy surprises in favour of just getting the job done.
02:58 There are a few simple and fast combos, a shield best used for stunning bashes and a
03:03 backstep charge move that's great for both making space, closing gaps and landing a good
03:07 run of damage if all your blows connect.
03:10 Its Silkbind Wirebug move Windmill unleashes a high damage 360 degree move while Falling
03:15 Shadow is a devastating aerial move that closes gaps fast.
03:20 The Lance really is a tank weapon.
03:22 It's big, slow and heavy and hard to wield without skill.
03:25 But in return for mastering it you'll get high damage and some good protective counter
03:29 and guard potentials.
03:31 Master evades for positioning and moves like Counterthrust which takes you from a guard
03:34 position to a counterthrust attack and you can hurt monsters a lot.
03:39 The Twinbind Silkbind move lets you attach yourself to a monster and reel yourself in
03:43 to attack while Anchor Rage is a Wirebug powered counter that can deal a lot of damage.
03:49 Like the Lance, the Gunlance is powerful but requires skill.
03:52 It inflicts damage via blank firing shells that ignore a monster's resistance and inflict
03:57 fixed damage on parts you might not normally reach.
04:00 Again, like the Lance this is really a tank weapon with a powerful block and low mobility.
04:05 Its high damage really needs a user with the ability to land their blows.
04:09 Its Wyvern Fire and Wyrmstake Cannon moves for example are two of the hardest hitting
04:13 attacks in the game but have a big cooldown to deal with once used.
04:18 The Hammer is a surprisingly good mix of damage and mobility.
04:21 It's a heavy hitter focused on blunt damage which stuns monsters and despite its size
04:26 it's mobile and has a fairly decent attack speed, although it lacks reach and guard options.
04:31 To get the best from it you need to charge attacks which you can do while moving and
04:34 then unleash them to pound a monster's head or body to exhaust and stun it.
04:39 It's something its Silkbind Spinning Bludgeon attack can do fast while the Impact Crater
04:43 drops a massive aerial blow.
04:46 The Hunting Horn is probably best played as a support weapon in a team.
04:49 It deals blunt damage and works well as a weapon although its real strength comes from
04:53 the buffs you can use while playing notes as you attack.
04:57 In Rise this process has been simplified to a few simple attacks that can boost abilities
05:00 like defence and attack and open up combos for more powerful buffs.
05:04 The Silkbind Move's Slide Beat adds a dash attack while Earthshaker lets you inflict
05:09 damage via a line you can impale in a monster's body parts.
05:13 The Switch Axe is definitely not a beginner's weapon as it uses two unique interchangeable
05:17 forms and adds elemental effects using files.
05:21 The Axe mode has good range and damage while the Sword mode is faster and uses the files
05:25 to add elemental damage options to attacks.
05:28 There's a lot to take on and you'll only get the most out of this if you take the time
05:31 to master the nuances of using, managing and switching between all the possible opportunities.
05:37 The Charge Blade is another complex weapon and like the Switch Axe it has two forms and
05:41 a file system to add in elemental damage.
05:44 This time the options are a sword and shield configuration that has good movement and guard
05:48 options and an axe which is slower, more powerful and dishes out the elemental damage.
05:53 Again not a good choice for a beginner because of the combinations to switch between and
05:57 master.
05:58 This is another weapon with a lot to take in.
06:00 Key to using the Insect Glaive is its ability to launch and recall special insects called
06:05 Kinsex.
06:06 These gather extracts from monsters to boost attack speed and knockback protection.
06:11 The Glaive is an incredibly mobile weapon, using vaults and dashes to move through the
06:15 air with incredible fluidity and lands slashing combos to deal damage.
06:19 The Kinsex can harvest stat boosting extracts, deal damage and leave powders that cause elemental
06:24 damage when monsters run into them.
06:27 The Heavy Bowgun's big sell is the ability to use special ammo for different effects
06:31 that controls how you inflict damage and gives you a great deal of flexibility across different
06:36 situations.
06:37 It also packs a few options to buff teammates and Rise also adds new tricks like the ability
06:42 to charge shots to inflict more damage and improve mobility via a sidestep move that's
06:47 limited only by your stamina.
06:49 The bow is very much about high mobile range damage and status effects.
06:54 You're able to apply coatings to your arrows that can boost damage or inflict things like
06:58 poison, paralysis, stun and so on.
07:00 It's a fast weapon generally but you can also charge shots by holding fire and by dashing,
07:05 meaning you can reposition and avoid attacks whilst building damage.
07:10 There's also the Arc Shot which applies an effect over an area and in Rise these are
07:14 all support arrows that can buff health, prevent knockbacks and increase affinity which is
07:18 how Monster Hunter deals critical attacks.
07:21 So there's a rundown of all the weapons in Monster Hunter Rise, if you have any suggestions
07:24 leave a comment and stay tuned to GamesRadar for more.
07:27 Thanks for watching!
07:34 (upbeat music)

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