Capcom has been releasing new gameplay footage of their upcoming Monster Hunter Rise, focusing on the games’ weapons. Included in the videos are the new weapon abilities. Monster Hunter Rise weapon attacks will feature the newly added attacks introduced in Monster Hunter World and Monster Hunter World: Iceborne, but will also add in new abilities that are dubbed “Silkbind Attacks.”
These Silkbind attacks general use the new Wirebugs as part of the weapons in Monster Hunter Rise. They have a variety of effects, as well as many of them providing Hunters more movement options.
Here are the new Monster Hunter Rise weapons abilities.
Table of Contents
Monster Hunter Rise Weapons – Bow
Description: Use Ironsilk to strengthen your draw. Surge forward in a designated direction. Your attack is also empowered for a short time.
This appears to be a temporary damage buff, but with an evasive move as part of it, so it can be used as a sort of defensive counter.
Description: Energy through harmony with nature. Dodge while crouching. While crouching, your stamina rapidly regenerates. If timed right, you can nullify a monster attack while evading. You can also use the Left Stick to change the direction in which you evade.
Focus Shot is also a really flashy move, as the dodge consist of a back flip that uses the Wirebug. While the buff doesn’t increase the damage, it is more of a utility buff, and a very useful one for the bow, as all attacks using the bow uses stamina.
Monster Hunter Rise Weapons – Dual Blades
Description: Dancing blades of vengeance. Hurls you forward in a designated direction. Getting hit while in motion triggers a spinning attack.
Monster Hunter veterans likened this one to the Adept dodge from Monster Hunter Generations. It is basically a counter, which is interesting, as the Dual Blades is rather seen as an aggressive style weapon with only evading as its only form of defense. With Shrouded Blades, Dual Blade users have more options for maneuvering.
Description: Death by a strand of silk. Pierces a target with a kunai that detonates after a certain amount of time. Landing further hits where the kunai is lodged racks up extra damage that scales with each hit.
Think of this as similar to wounding monster parts in Monster Hunter World, where it temporarily creates a weak spot for the Hunter to exploit. How it functions is that dealing damage at the afflicted area will “store” extra damage to it, causing the kunai detonation to deal even more damage. It is still unknown if the extra damage only applies to the Dual Blade user who initiated it or for the whole team.
Description: The calm before the storm. Taking a hit while your weapon is at the ready will swiftly lead into a counter attack.
Based on the video shown by Capcom, it looks as if this attack will consume a Spirit Gauge, as the sword glows from red to yellow, however this ability can lead into a combo ending with a Spirit Roundhouse Slash, which will replenish the Spirit Gauge should it land.
Description: What goes up must come down. Uses a Wirebug to launch you into a jump kick that, if connects, will trigger a Plunging Thrust. Landing the Thrust auto-fills your Spirit Gauge for a short period of time. Press the corresponding button after landing the kick to perform a Spirit Helm Breaker at a cost of one level or Spirit Gauge.
Spirit Helmbreaker was added in Monster Hunter World and it allowed Long Sword users to feel more anime-like. There was a separate combo that would lead up to Spirit Helmbreaker, however it looks like Soaring Kick will give Hunters after attack a path into performing it.
Monster Hunter Rise Weapons – Lance
Description: Jabs a kunai into the target to get its attention. Pressing the corresponding buttons while the kunai is still lodged into the target will launch you towards it while guarding.
The lance is known for its powerful shield, so an ability that has a “taunt” effect and draws a monster to you perfectly integrates quite well into the lance’s kit. The second part of the ability, which launches the lance user towards the monster also helps alleviate some of the mobility downsides to the lance, which would mean less reliance on the Evade Distance skills to move around the battlefield.
Description: Let the anger flow. Attacks absorbed while your shield is up temporarily boosts your attack power. The strength of the boost depends on the power of the attack absorbed.
Similar to several of the previous Silkbind attacks, this one acts like a form of counter attack, though it is less direct in dealing its damage. Learning how to use this ability at the right time can significantly increase your damage if timed to absorb a really powerful attack.
Monster Hunter Rise Weapons – Heavy Bowgun
Free Silkbind Glide
Description: Move around like a gale of destruction. Push the stick to control the direction you go in. Press the corresponding button to perform a close-range attack or quickly sheathe your weapon.
This ability is quite versatile as it can be used offensively, defensively, or as a simple repositioning move. This ability is incredibly handy as the Heavy Bowgun is generally seen as a “stand-your-ground” weapon, so being able to swiftly reposition will be quite useful.
Description: A fierce counterattack. Stretch out a web of silk and take a stance to prepare for a powerful counterattack. The attack is activated if you get hit while in this stance.
The activation window is quite generous, as the video demonstration shows that the counterattack can be triggered before the stance is actually taken. The counterattack appears to be similar to the Wyvern Ammo shot and after the Counter Shot the Hunter will leap backwards for a quick reposition.
Monster Hunter Rise Weapons – Light Bowgun
Description: Let your shots flow like water. Surge forward at lightning-fast speed. Pressing the corresponding button while moving unleashes a powerful close-range severing attack.
Unlike the Heavy Bowgun’s “Free Silkbind Glide” ability, this one only has the option for an attack after repositioning with the ability. This makes sense since the Light Bowgun already offers a good amount of mobility. Since it’s severing damage it can be useful for tail cutting.
Description: Rain down shots from above. Uses a Wirebug to vault you forwards. Press the corresponding button to fire, to reload, or to fire a Wyvernblast directly below you, which will stick to the monster’s hide.
This looks to have been taken from Monster HunterGenerations’ Aerial Style for the Light Bowgun. Wyvernblasts are typically placed on the ground and detonated if attacked by the monster or Hunter, so this ability gives the option to stick Wyvernblasts on the monsters instead, allowing for more reliable damage outside of its regular trap-style usage.
Description: Extinction event from the sky. Jump straight up and dish out a devastating rising attack that also hits multiple times on the way down.
Since Hammer users should always go for the head in order to inflicting KOs on the monsters, this ability will be really useful when hunting monsters whose heads tend to be higher up and hard to reach for Hammer users. The same can be said for Silkbind Spinning Bludgeon, but Impact Crater looks like it would deal more KO damage.
Silkbind Spinning Bludgeon
Description: Wheel of misfortune. Unleashes a spinning attack that deals multiple hits while leaping forward. You can perform this attack from a charged state, or hold down the charge button when the move starts to charge it up and let rip anytime you want by releasing the button.
In Monster Hunter World, using the Hammer’s charge attack while sliding would result in the Spinning Bludgeon attack. With this ability in Monster Hunter Rise, Hunters have better control over when to use this attack.
Monster Hunter Rise Weapons –Sword and Shield
Description: Dance through the sky and shatter the earth. A forward leaping attack. A successful hit will lead into a Scaling Slash. After that, you can follow up with a Falling Bash in midair.
This is essentially the same as the Falling Bash from Monster Hunter World, which is done as a follow up to a back step. Since the Falling Bash uses the Shield, it does blunt damage and can KO a monster.
Description: A slicing gale that gives no quarter. Uses Ironsilk to swing your blade around. Its initial swing nullifies any monster’s attack.
Windmill appears to be both a defensive and offensive attack. It really fits well with the Sword and Shield’s identity as a “starting” weapon; a weapon that is rather friendly to new players to the series, but this ability definitely has plenty of potential even for the veteran hunters.
Monster Hunter Rise Weapons – Insect Glaive
Description: Fly freely through the sky. A leaping attack that spins forwards. Follow up with a Jumping slash, a Jumping Advancing Slash, or even a Midair Evade.
This ability adds onto the Insect Glaive’s ability to keep the Hunter in the air, which was already expanded upon in Monster Hunter World. Unlike the other existing abilities, Silkbind Vault seems to offer great maneuvering and distance in the air.
Description: The silk heals all. Calls back your Kinsect while dodging. As it returns, it will perform spinning attacks that scatter healing extracts. Its stamina will fully recover once it gets back to its master.
This can be useful for keeping the Kinsect out for much longer. In the previous game, recalling the Kinsect and sending it out repeatedly would recover chunks of its stamina, but with Recall Kinsect, its stamina will immediately top up again, allowing for more uptime. Healing the Hunter is also a nice touch, as well as being an damaging move from the Kinsect itself.
Monster Hunter Rise Weapons – Gunlance
Description: Let claws and fangs hone your blade. A well-timed guard regenerates your weapon’s sharpness. Can be followed up with various attacks.
The Gunlance is known for eating through weapon sharpness, so having the ability to replenish sharpness built into the weapon itself will be a nice addition, making the Gunlance less reliant to skills that increase it sharpness or reduce sharpness loss.
Description: Steel your lance, revive your cannon. Perform a Rising Slash and then an Overhead Smash. Each usage reduces the cooldown time for Wyvern’s Fire.
Seemingly a purely offensively ability, this allows Gunlance users to attack higher parts of the monster’s body while also increasing it damage output by reducing the weapon’s Wyvern Fire attack. Since this attack launches the Hunter in the air at the beginning, it can be used to dodge some attacks.
Monster Hunter Rise Weapons – Greatsword
Description: Charge for a devastating blow. A quick maneuver performed as you sheathe your weapon. Boosts your attack power for a short period of time.
Both of the new abilities for the Greatsword give it more mobility, allowing for easier maneuverability in the battlefield. Power Sheathe gives a temporary attack buffs after being used, which makes it a pretty basic ability with plenty of versatility. It is currently unknown if this ability will trigger sheathing-related skills, such as Critical Draw or Punishing Draw, but if it does, it would make this ability an incredibly nice addition to the Greatsword.
Description: Split the heavens with a giant blade. A forward leaping attack. After landing a hit you can follow up with a powerful Charged Slash or Charged Plunging Thrust in midair.
Again this ability is quite straightforward, keeping the Greatsword’s identity as a simple slow, but hard hitting weapon. Like many of the other abilities, this one allows Greatsword users to hit monster parts that would otherwise be out of reach normally.
Monster Hunter Rise Weapons – Switch Axe
Description: Let the silk breathe life into your sword. Uses a Wirebug to launch you forward while quickly regenerating your Switch Gauge. In addition, the Switch Gauge won’t decrease for a short period of time.
Overall, this is mainly an ability focused on the Sword part of the Switch Axe. I can see this being useful when a monster is downed and relentlessly attacking it while in Amped State, which will further boost damage without worrying about running out of the Switch Gauge. It can also be used as a dodge!
Description: Advance with a body of steel. A forward-moving spinning attack. Fortifies the user, making them immune to flinching or being knocked back by even the fiercest of attacks.
Invincible Gambit makes use of the Axe. It’s an attack that can’t be interrupted, so it can be pretty useful to power through an monster attack. Pretty straightforward right? From the wording of the ability, it doesn’t seem like it actually blocks the damage or makes the Hunter invincible; it just makes the Hunter unable to be flinched or knocked back in the middle of the animation.
Monster Hunter Rise Weapons – Hunting Horn
Description: String playing a dirge of the soul. Uses a Wirebug to propel you forward into a spinning attack. The final performance grants a status boost, and you’ll be invulnerable to knockback effects while moving forward.
This looks to be a particularly powerful move that is also useful for maneuvering, although it seems to be much better aggressively, given that it gives knockback immunity and the attack that moves the movement is a good follow up to respond to the monster’s attack.
Description: A head-pounding beat. An attack that drives an Ironsilk-bound blade into the target like a stake. The vibrations of the weapon’s sonic blast explode inside the target.
It is currently unknown if the sonic blast in the move will have the same effects as the “Sonic Bombs,” which emits a loud sound that has a variety of effects, such as stunning monsters. It certainly would be an excellent addition to the Hunting Horn, which tends to be the least used weapon in Monster Hunter. Hopefully with these new abilities, it will get more attention from players.
Monster Hunter Rise Weapons – Charge Blade
Description: Unleash the moving force of a heavy axe. Uses a Wirebug to launch you forward while your Charge Blade switches to axe form. While in motion, monster attacks won’t knock you back or stun you. Can be chained into a variety of attacks after moving.
This seems to simply be a combo-starter that offers immunity to knock back and stun effects, so think of it as a form of counterattack that chains into a combo. Of course, this move will be more effective if you have phials charged, since it uses the axe mode.
Counter Peak Performance
Description: Get ready to punish incoming attacks. Ready your shield while stretching silk to the ground. Being hit while your shield is readied will fill your phials to maximum.
Somewhat similar to the Switch Axe’s Switch Charger ability, however this one is specifically used as a counter, since it requires a monster to attack for it to take effect. It can be followed up with the Super Amped Elemental Discharge, making full use of the charged phials while having a higher chance of it hitting, since the monster had just attacked.
All these new additions to Monster Hunter Rise weapons should help breathe new life into the game, much like Hunter Styles and Hunter Arts from Monster Hunter Generations, while still maintaining the same feel that the Monster Hunter series is known for. The animations for all the new moves are also incredibly flashy, which also adds to the experience.
Hunters eager to try out the new attacks from the Monster Hunter Rise weapons will get their chance when the demo launches January 2021. The game itself will have its full release on March 26, 2021.
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