|Fonctionnement des Armes | Types d'Arme|
Armes de MêléeModifier
|Image||Nom de l'arme||Description|
Great Swords, also known as GS are large, slow weapons that were first introduced in Monster Hunter. Originally they had three main attacks: the sideswipe, the upswing, and the downstrike. Hitting a monster with the middle of the blade, as opposed to the tip, or hilt, causes a damage bonus. Greatswords have a charge attack, first introduced in Monster Hunter 2. There are three levels of charge, and the Level 3 charge is one of the most damaging single attacks in any game. Whilst charging an attack, Hunters are hard to knock over with low-damage monster attacks. Greatswords are also able to block monster attacks, although doing so causes them to lose sharpness.
In the third Generation games, Greatswords gained the ability to K.O monsters with a side-slap attack, and then follow up with a slightly more powerful curled charge attack.
Long Swords, often referred to simply as LS, are long, slender blades designed for elegant movements. They were first introduced in Monster Hunter 2 (there were Longsword-shaped weapons in the original Monster Hunter, but they were only cosmetically different to a normal Greatsword).Longsword users have a gauge that fills up with repeated attacks on monster (although it does drain quickly when not attacking). Once the gauge is full, all attacks become more powerful. The Spirit Combo attacks are also unlocked, and all attacks become less likely to bounce. However, the fragile nature of the blades means it is impossible to block with them.
In the third Generation games, completing a full Spirit Combo attack on a monster causes the gauge to change colour. It changes from white to yellow and finally to red; each colour causes attacks to become more powerful. However, when not attacking the colour will eventually revert to the previous one - only repeated Spirit Combo finishing attacks can keep the colour gauge full.
|Epée et Bouclier||
The Sword and Shield, also known as SnS, were first introduced in Monster Hunter. These weapons are small and accompanied by a shield that allows the Hunter to block most attacks. Although they deal relatively low damage in one strike, they are very quick, and it is possible to perform fairly long combos. In Monster Hunter 2 it became possible to use items while the Sword and Shield is drawn.
In third Generation games, they gained the ability to K.O monsters with a shield bash.
Dual Swords, also known as DS, are similar to Sword and Shields but with a stronger focus on offense (at the expense of defense). Like Sword and Shields, individual Dual Sword attacks cause a small amount of damage, but they are fast and flow easily into combos. Dual Sword users can enter Demonization mode by pressing the R button. When Demonization mode is activated, Hunters are able to resist being blown over by monster's wings, attacks can be linked into a never-ending combo and the Demon Dance can be used, a powerful combo that cannot bounce. To balance these bonuses, stamina is gradually drained while in Demonization Mode. As with Sword and Shields, lots of Dual Swords are infused with Status or Elemental effects to increase their efficiency. As of Monster Hunter Freedom Unite, Dual Swords are able to wield dual Elements and Statuses in one weapon, such as Fire and Ice.
Hammers are large, heavy weapons which are capable of dealing the vast amounts of damage in a single combo. They, along with the Hunting Horn, exclusively deal Impact-type damage. Their tremendous size only slightly hinders mobility, and Hunters are still able to run with them, unlike with the Great Sword and Lance. These fierce weapons have several moves: a simple pound and a related combo, a "golf" swing, a revolving spin, and a charge-up Superpound that crushes anything it connects with. On the downside, Hammers cannot block and cannot cut monster's tails off. Since Monster Hunter 2, Hammers have had the ability to K.O opponents after hitting a target on the head multiple times.
Hammers are only slightly changed in third Generation games; however, they now have more fluid combos and a new charged upper-cut move.
|Corne de Chasse||
Hunting Horns, also known as HH are similar to the Hammer in that they do Impact damage and able to K.O a monster when they connect with the head. Generally they are weaker than the Hammer, and do less damage per-hit, even on those attacks which the two appear to share (such as the Superpound). What makes the Hunting Horn different from the Hammer, however, is its Recital Ability, which is triggered by pressing the "R" button. Each Horn has a different set of three colored notes. These notes can be combined in various ways to create various effects, such as Attack and Defense boosts, or to mimic items such as the Psychoserum.
In third Generation games, Hunting Horns deal more damage and don't have to enter a specific recital mode - each ordinary attack creates a colored note, and once a valid combination of notes is achieved, they can be activated by playing the Hunting Horn.
Lances are long weapons that can strike from a distance. The Lance is always accompanied by a large shield which grants a powerful defense against most attacks. Although slow and difficult to travel with, the weapon's damage output can be considerable. Originally, Lances had a rather limited set of moves; the upstab (which can be performed three times), the straightforward piercing stab (likewise) and running charge attack. Lances are unique in that they deal either Cutting or Impact damage depending on the weakness of the hitzone they are striking.
In third Generation games, Lances can now perform a 'Counter', by charging up and then releasing when struck by a monster attack. They can also K.O with a running shield bash.
|Lanceflingue/Lancecanon||Gunlances, also known as GL, are long, piercing weapons with a mechanism inside which can fire an explosive round. Unlike Bowguns, the Gunlance cannot fire over distances; the Shelling ability can only be used from close range and reduces the weapon's sharpness with every use. Gunlances attack with a combination of simple stabs and explosive shots, which can link together in combos. Fortunately, Gunlances have an infinite amount of shells, although they have to be regularly reloaded. Gunlances are also able to charge up and unleash a strong explosive attack, known as Wyvern's Fire. This attack dramatically reduces Sharpness, however, and it takes a while to cool down before it can be used again.|
In third Generation games, Gunlances can combo more effectively and have a new overhead swing attack, with the possibility of firing all loaded shells immediately after.
Switch Axes, also known as SA, are weapons first introduced in Monster Hunter Tri. There are two modes: Axe and Sword. It is possible to transform between the two near-instantly. While the weapon is drawn, the running speed in Axe-mode is similar to that of a Long Sword; however, Sword-mode's running speed is similar to the Great Sword. Attack wise, Sword-mode is much faster than the Great Sword, and can link together in quick combos. While in Sword mode, the weapon will not bounce off a monster's hide. Sword-mode can only be sustained for a limited time, indicated by a gauge. Once the gauge had been depleted, it can be reloaded. Sword-mode can also use a powerful 'Burst' attack, although this drains the gauge considerably. Sword-mode has built-in Phials that are automatically activated and cause certain effects, such as Paralysis, or increased Attack power.
|Volto-Hache||Charge Axes, also known as CA, are weapons set to be introduced in the upcoming Monster Hunter 4. It is similar to the Switch Axe with its ability to switch between two different weapon modes. While in Sword Mode, hunters will be able to perform fast combo attacks with a sword and guard with a shield, making it very similar to the Sword and Shield class. The Axe Mode boasts superior reach and power with its strikes. After scoring a number of hits, it is possible to perform a powerful charge attack with either mode. A phial on the hilt indicates when it is possible to unleash a charge attack by glowing with a yellow light. If the player continues accumulating hits, the phial will eventually begin glowing red, allowing the hunter to unleash an even stronger charge attack.|