Weapons Guide#

Monster Hunter: World has 14 weapon types in total. This page compiles, from verified sources, the complete weapon list, the shared mechanics of the melee and ranged families, how the attack systems map onto weapons, and official positioning notes; anything not covered — damage values, move lists and the like — is listed honestly at the bottom of the page.

The Complete List of 14 Weapons (Verified)#

# Weapon Family Weapon-class trait
1 Great Sword Melee Reduces physical damage
2 Sword and Shield Melee Reduces physical damage
3 Dual Blades Melee Reduces physical damage
4 Long Sword Melee Reduces physical damage
5 Hammer Melee Reduces physical damage
6 Hunting Horn Melee Reduces physical damage
7 Lance Melee Reduces physical damage
8 Gunlance Melee Reduces physical damage
9 Switch Axe Melee Reduces physical damage
10 Charge Blade Melee Reduces physical damage
11 Insect Glaive Melee Reduces physical damage
12 Bow Ranged Reduces elemental damage
13 Light Bowgun Ranged Reduces elemental damage
14 Heavy Bowgun Ranged Reduces elemental damage

The English names in this table are the official spellings verified by this site; the English names of the remaining weapons were not part of this verification pass, defer to what the game displays, and this site does not label them.

Shared Mechanics of Melee Weapons (Verified)#

Mechanic Verified rule
Sharpness Decreases steadily with repeated attacks
Bouncing Once Sharpness drops, attacking hard parts (non-weak points) causes your weapon to bounce, leaving you stunned briefly
Whetstone Restores Sharpness
Weapon-class trait Equipping a melee weapon grants the “reduces physical damage” trait

Melee combat revolves around Sharpness: attacks wear it down continuously, and once it drops, blows against hard parts bounce off and leave you open. The hunting loop of a melee player therefore naturally includes “watch Sharpness — find a window to sharpen with a Whetstone”, and choosing when to sharpen is itself part of melee combat.

Shared Mechanics of Ranged Weapons (Verified)#

Mechanic Verified rule
Ammo / coating switching You can switch between ammo / coatings to change power and effects
Range Power drops once you leave the effective range
Reload openings Bowgun-type weapons expose you while reloading
Stamina cost The Bow needs no reload, but every shot consumes stamina
Weapon-class trait Equipping a ranged weapon grants the “reduces elemental damage” trait

The core of ranged combat is turning distance into an advantage: your damage only holds up inside the effective range, and the bowgun reload is an explicit opening that positioning and terrain must cover; the Bow sidesteps reloads at the cost of stamina on every shot, making stamina management its permanent homework.

Attack Systems and Weapon Mapping (Verified)#

Weapon attacks split into the Severing / Blunt / Ammo systems, and different monsters and body parts respond differently:

Attack system Verified mapping Verified traits
Severing Sword slashes and lance thrusts belong to this system Some monsters’ tails can be severed
Blunt Hammers and the Hammer belong to this system Can drain a monster’s stamina and exhaust it; aiming at the head makes stunning easier
Ammo Bowgun ammunition and bow arrows belong to this system Ranged attack methods belong to this system

Elements and Abnormal Status (Verified)#

Category Content Notes
Damage elements Fire, Thunder, Water, Ice, Dragon Directly tied to damage
Abnormal status Poison, Paralysis, Sleep, Blast Higher status values trigger more easily

Official Positioning Notes (Verified)#

Verified sources give official positioning descriptions for some weapons:

Weapon Verified positioning
Great Sword Demands precise positioning and charged-attack timing
Insect Glaive Offers aerial combat and mounting finishers
Charge Blade Switches between sword-and-shield and axe form, banking phials for a detonation

Official positioning for the other 11 weapons was not part of this verification pass, and this site does not speculate. Note that the Charge Blade’s form description comes from third-party compilations; in-game mechanic names follow what the game actually displays.

Weapon Upgrading and Customization (Verified)#

  • The Smithy produces and upgrades equipment using monster materials or ore, and some weapons can be downgraded to return upgrade materials;
  • Custom modifications: weapons of rarity 8 or below that are already upgraded to their cap can take extra augmentation options (attack, affinity, defense, extra slots and so on); the number and content of augmentations can be confirmed in the interface;
  • Decorations are items that add equipment skills and come with slot sockets; slotting decorations in activates stronger equipment skills;
  • Set skills activate once the required number of the same skill is gathered: at 2 pieces you get the standard effect, and at 3 pieces it turns into a special effect.

Weapon Data This Site Does Not Cover#

The following is not covered by official or verifiable sources, and this site does not speculate:

Not covered Notes
Damage and elemental values of each weapon Not covered
Frame data and combo data Not covered
Move lists and inputs Not covered
Upgrade trees and final upgrade paths of each weapon Not covered
Specific builds and skill combinations Not covered
Difficulty and strength ratings of each weapon Not covered

This data will be compiled separately once verifiable sources are available. Until then, you can use the verified weapon families and shared mechanics above to judge which family better fits the way you like to fight.

Weapon Pages on This Site#

内容最后验证于 2026-07