Fourteen weapons. No two play alike, none are locked to a character, and switching between them costs nothing but the time to learn a new one. That freedom is Monster Hunter's best trick and its most intimidating one, because the game hands you the whole armory on day one and expects you to just know.
Here is the shortcut most veterans agree on. If you are brand new, main the Sword and Shield, the Long Sword, or the Hammer. If you would rather stay at range, the Bow and the Light Bowgun are the friendliest. Everything else is worth trying, and this guide tells you exactly what you are signing up for with each one so you can pick on purpose instead of by vibes.
First, two Wilds systems that change how weapons feel
Before the list, two things that are new or reworked enough to matter to your choice.
Focus Mode lets you aim your attacks freely and, more importantly, target wounds, the glowing damage points that build up on a monster as you fight it. Every weapon gets a special Focus Strike that bursts those wounds for big damage and a stagger. This narrows the old gap between "technical" and "simple" weapons a little, because even a straightforward weapon now has a satisfying burst button.
Two weapons on your Seikret. Your mount carries a second weapon, and you can swap to it mid-hunt while riding. That means you are not marrying one weapon forever the way older games nudged you to. Pick a main to learn deeply, then keep a second slot for experiments.
The fourteen weapons, sorted by how hard they are to pick up
| Weapon | Range | Difficulty | In one line |
|---|---|---|---|
| Sword and Shield | Melee | Easy | The best all-rounder, can block, use items with weapon drawn |
| Long Sword | Melee | Easy to medium | Stylish counters, great reach, the classic "cool" pick |
| Hammer | Melee | Easy | Blunt burst damage, knocks monsters out by bonking heads |
| Great Sword | Melee | Medium | Massive charged slashes, hit-and-run, the biggest single hits |
| Bow | Ranged | Easy to medium | Mobile, stamina-driven, coats arrows for elemental damage |
| Light Bowgun | Ranged | Easy | Nimble ranged option, huge ammo variety, kite everything |
| Dual Blades | Melee | Medium | Fast flurries and Demon Mode, high skill ceiling for damage |
| Lance | Melee | Medium | A walking wall, counter and poke, almost never stops blocking |
| Gunlance | Melee | Medium | Lance plus explosions, shelling ignores some defenses |
| Heavy Bowgun | Ranged | Medium | Immobile artillery, the biggest raw ranged numbers |
| Hunting Horn | Melee | Medium | A blunt weapon that buffs the whole party by playing songs |
| Switch Axe | Melee | Medium to hard | Transforms between axe and sword, big Focus burst |
| Insect Glaive | Melee | Hard | Aerial combat, manage a Kinsect and three buff extracts |
| Charge Blade | Melee | Hard | The most systems to juggle, and the biggest payoff for mastering them |
The best beginner mains, and why
Sword and Shield is the honest top pick for a first hunter. It is fast, it can block, and its real superpower is that you can use items (potions, whetstones, traps) without sheathing your weapon, so you never get punished for healing. It does a bit of everything: cutting, blunt knockouts, status application. You will never outgrow it, and it teaches you the fundamentals of every fight.
Long Sword is the one most people fall in love with. It has long reach, a fluid combo string, and a set of counters (the Foresight Slash and the Spirit Helm Breaker finisher) that feel incredible when they land. It is beginner-friendly to swing and medium to master, because getting full value means learning to counter attacks instead of running from them. Fair warning for multiplayer: its wide sweeps can trip teammates, so give it room.
Hammer is the simplest path to feeling strong. You charge up while moving, then unload heavy blunt damage aimed at the monster's head. Enough head hits and the monster gets stunned, giving your whole party a free window. There is almost no resource management, just positioning and timing.
For range, the Bow rewards aggressive, mobile play and light stamina management, while the Light Bowgun lets you kite at a distance with an ammo type for every situation. Both are far more forgiving than the immobile Heavy Bowgun.
The weapons to grow into
None of these are bad. They just ask for a foundation first.
- Dual Blades turn into a blender in Demon Mode, but managing stamina and your Demon gauge while staying glued to a thrashing monster is a lot at once.
- Charge Blade and Switch Axe both transform between two modes and store energy you spend on huge attacks. The Charge Blade in particular is the game's deepest weapon, with phials, shield charges, and a savage axe mode to track. People main it for years.
- Insect Glaive is the aerial weapon, and its Kinsect pet gathers three colored extracts you need to collect and refresh to reach full power. Wonderful once it clicks, busy until then.
- Gunlance and Lance are the fortress weapons. If you love blocking everything and punishing from behind a shield, start with the Lance; the Gunlance adds ammo and shelling on top.
- Hunting Horn is the support hero. It is a blunt weapon that plays songs to buff attack, defense, and more for your whole team. Underrated, genuinely fun, and better solo than its reputation suggests.
How to actually choose
Do not overthink it. Try three: one melee all-rounder (Sword and Shield or Long Sword), one big-hit weapon (Hammer or Great Sword), and one ranged option (Bow or Light Bowgun). Take each on a couple of low-rank hunts. The one you reach for without thinking is your main. Keep the runner-up in your Seikret's second slot.
And remember the whole armory stays free forever. There is no cost to abandoning a weapon that is not clicking, and no achievement for suffering through one you dislike. The "best" weapon in Monster Hunter has always been the one you enjoy pressing the buttons on for two hundred hours.
Where to go next
Weapon choice is step one; surviving the hunt is step two, and in Monster Hunter that means embracing the occasional trip back to camp on a stretcher. Our look at why carting is part of the fun in Monster Hunter reframes failure as the genre intends it. For more pick-a-playstyle breakdowns in other games, the Elden Ring starting class guide covers similar ground for soulslikes, and the full guides hub has the rest.



