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┗ Title Update 4 | Title Update 5 | Bonus Update
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This is a list of all the weapons that can be made with materials obtained from the Rampage in Monster Hunter Rise (MH Rise). Each Rampage weapon's stats, slots, sharpness, and more are shown here as well as a list of Ramp up Skills.
List of Contents
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Cleaver I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Blade I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Sword I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Twinblades I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Hammer I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF | |
---|---|---|---|---|
Rampage Agitato I
|
ーーー | 150 | - | |
Affinity | Element/Status | |||
0% |
-
|
|||
Rampage Skills |
- - - |
|||
Earplugs (S) Health Recovery (S) Sonic Wave |
Weapon | Slots | ATK | DEF |
---|---|---|---|
Rampage Spear I
|
ーーー | 150 | - |
Affinity | Element/Status | ||
0% |
-
|
||
Rampage Skills |
- - - |
Weapon | Slots | ATK | DEF | |
---|---|---|---|---|
Rampage Gunlance I
|
ーーー | 150 | - | |
Affinity | Element/Status | |||
0% |
-
|
|||
Rampage Skills |
- - - |
|||
Shelling Type | Normal Lv2 |
Weapon | Slots | ATK | DEF | |
---|---|---|---|---|
Rampage Slicer I
|
ーーー | 150 | - | |
Affinity | Element/Status | |||
0% |
-
|
|||
Rampage Skills |
- - - |
|||
Phial Type | Power |
Weapon | Slots | ATK | DEF | |
---|---|---|---|---|
Rampage C. Blade I
|
ーーー | 150 | - | |
Affinity | Element/Status | |||
0% |
-
|
|||
Rampage Skills |
- - - |
|||
Phial Type | Impact Phial |
Weapon | Slots | ATK | DEF | |
---|---|---|---|---|
Rampage Glaive I
|
ーーー | 150 | - | |
Affinity | Element/Status | |||
0% |
-
|
|||
Rampage Skills |
- - - |
|||
Kinsect Level | 3 |
Weapon Stats and Info | |||
---|---|---|---|
Rarity | Attack | Affinity | |
4 | 140 | 0% | |
Element | Slots | Def. | |
- |
ーーー | - | |
Arc Shot | |||
Charge Shot Levels | |
||
Coatings | |||
Rampage Skills | |||
- - - |
Weapon Stats and Info | |||
---|---|---|---|
Rarity | Attack | Affinity | |
4 | 150 | 0% | |
Element | Slots | Def. | |
- |
ーーー | - | |
Arc Shot | |||
Charge Shot Levels | |
||
Coatings | |||
Rampage Skills | |||
- - - |
Weapon Stats and Info | |||
---|---|---|---|
Rarity | Attack | Affinity | |
4 | 150 | 0% | |
Element | Slots | Def. | |
- |
ーーー | - | |
Arc Shot | Affinity | ||
Charge Shot Levels | Rapid Level 1 Rapid Level 1 Rapid Level 2 Rapid Level 3 |
||
Coatings |
Close-range |
||
Rampage Skills | |||
- - - |
Below are all the Rampage Skills that are exclusive to rampage weapons. These Rampage Skills can only be equipped by weapons that belong to the Rampage Weapon category. To easily identify what are Rampage Weapons, they usually have more Ramp-Up skill slots than normal weapons but their base form is weaker compared to other weapons.
Ramp-Up Skill | Effect |
---|---|
Add: Normal Ammo I | Expands weapon ammo capacity for normal ammo. |
Add: Normal Ammo II | Expands weapon ammo capacity for normal ammo. |
Affinity Surge | Affinity +20%, Attack -10 |
Arc Shot: Affinity | Changes shot type to Affinity. |
Arc Shot: Anti-shock | Changes shot type to Brace. |
Arc Shot: Recovery | Changes shot type to Recovery. |
Attack Melody I | Enables attack-focused performances. |
Attack Melody II | Enables attack-focused performances. |
Attack Surge | Attack +20, Affinity -30% |
Blast I | Sets weapon element to Blast and adds +10 to its value. |
Blast II | Sets weapon element to Blast and adds +15 to its value, but reduces attack by 10. |
Close-range Coating Boost | Strengthens Close-range Coating but reduces Attack by 5. |
Defensive Melody I | Enables defense-focused performances. |
Defensive Melody II | Enables defense-focused performances. |
Dragon Effect I | Enables loading of Dragon Ammo, and changes ammo capacity. |
Dragon Effect II | Enables loading of Dragon Ammo and Piercing Dragon Ammo, and changes ammo capacity. |
Dragon I | Sets weapon element to Dragon and adds + 10 to its value. |
Dragon II | Sets weapon element to Dragon and adds + 15 to its value. |
Dragon III | Sets weapon element to Dragon and adds + 20 to its value, but reduces attack by 5. |
Elemental Boost I | Weapon Element + 5 |
Elemental Boost II | Weapon Element + 7 |
Elemental Surge | Weapon Element + 10, Attack -15 |
Exhaust Effect I | Enables loading of Poison, Recovery, Demon, and Armor ammo, and changes ammo capacity. |
Fire Effect I | Enables loading of Flaming Ammo, and changes ammo capacity. |
Fire Effect II | Enables loading of Water Ammo and Piercing Fire Ammo, and changes ammo capacity. |
Fire I | Sets weapon element to Fire and adds + 10 to its value. |
Fire II | Sets weapon element to Fire and adds + 15 to its value. |
Fire III | Sets weapon element to Fire and adds + 20 to its value, but reduces attack by 5. |
Firing: Charge | Modifies arrow Charge Level for Charged Attacks. |
Firing: Pierce | Modifies weapon for Pierce-Based Charged Attacks. |
Firing: Rapid | Modifies weapon for Rapid-Based Charged Attacks. |
Firing: Spread | Modifies weapon for Spread-Based Charged Attacks. |
Healing Melody I | Enables healing-focused performances. |
Healing Melody II | Enables healing-focused performances. |
Ice Effect I | Enables loading of Freeze Ammo, and changes ammo capacity. |
Ice Effect II | Enables loading of Freeze Ammo and Piercing Ice Ammo, and changes ammo capacity. |
Ice I | Sets weapon element to Ice and adds + 10 to its value. |
Ice II | Sets weapon element to Ice and adds + 15 to its value. |
Ice III | Sets weapon element to Ice and adds + 20 to its value, but reduces attack by 5. |
Non-elemental Boost | + attack if the Ramped-Up weapon has no element. |
Paralysis Effect I | Enables loading of Paralysis Ammo, and changes ammo capacity. |
Paralysis I | Sets weapon element to Paralysis and adds +10 to its value. |
Paralysis II | Sets weapon element to Paralysis and adds +15 to its value, but reduces Attack by 10. |
Phial: Dragon I | Changes equipped phial to a Dragon Phial, and adds +20 to the phial's element. |
Phial: Dragon II | Changes equipped phial to a Dragon Phial, and adds +25 to the phial's element. |
Phial: Element | Changes equipped phial to an element phial. |
Phial: Exhaust I | Changes equipped phial to an Exhaust Phial, and adds +20 to the phial's element. |
Phial: Exhaust II | Changes equipped phial to an Exhaust Phial, and adds +30 to the phial's element. |
Phial: Paralysis I | Changes equipped phial to a Paralysis Phial, and adds +15 to the phial's element. |
Phial: Paralysis II | Changes equipped phial to a Paralysis Phial, and adds +20 to the phial's element. |
Phial: Poison I | Changes equipped phial to a Poison Phial, and adds +25 to the phial's element. |
Phial: Poison II | Changes equipped phial to a Poison Phial, and adds +20 to the phial's element. |
Poison Effect I | Enables loading of Poison, Recovery, Demon, and Armor Ammo, and changes ammo capacity. |
Poison I | Sets weapon element to Poison and adds +10 to its value. |
Poison II | Sets weapon element to Poison and adds +20 to its value, but reduces Attack by 10. |
Rapid Fire (Normal) | Allows rapid fire of loadable Normal Ammo 1 & 2. |
Rapid Fire (Piercing) | Allows rapid fire of loadable Pierce Ammo 1 & 2. |
Rapid Fire (Shrapnel) | Allows rapid fire of loadable Shrapnel Ammo 1 & 2. |
Rapid Fire (Spread) | Allows rapid fire of loadable Spread Ammo 1 & 2. |
Rapid Fire (Sticky) | Allows rapid fire of loadable Stick Ammo 1. |
Recoil Down Boost | Decrease recoil by 1. |
Recoil Down Surge | Decreases recoil by 2 but increases deviation by 1. |
Reload Speed Boost | Increase reload speed by 1. |
Reload Speed Surge | Increases reload speed by 2 but also increases recoil by 1. |
Resilient Melody I | Enables nullify status ailments-focused performances. |
Resilient Melody II | Enables nullify status ailments-focused performances. |
Secondary: Dragon I | Sets a non-Dragon weapon's sub element to Dragon and adds +10 to its value. |
Secondary: Dragon II | Sets a non-Dragon weapon's sub element to Dragon and adds +20 to its value, as well as +5 to the primary element. |
Secondary: Fire I | Sets a non-Fire weapon's sub element to Fire and adds +10 to its value. |
Secondary: Fire II | Sets a non-Fire weapon's sub element to Fire and adds +20 to its value, as well as +5 to the primary element. |
Secondary: Ice I | Sets a non-Ice weapon's sub element to Ice and adds +10 to its value. |
Secondary: Ice II | Sets a non-Ice weapon's sub element to Ice and adds +20 to its value, as well as +5 to the primary element. |
Secondary: Thunder I | Sets a non-Thunder weapon's sub element to Thunder and adds +10 to its value. |
Secondary: Thunder II | Sets a non-Thunder weapon's sub element to Thunder and adds +20 to its value, as well as +5 to the primary element. |
Secondary: Water I | Sets a non-Water weapon's sub element to Water and adds +10 to its value. |
Secondary: Water II | Sets a non-Water weapon's sub element to Water and adds +20 to its value, as well as +5 to the primary element. |
Sharpness Type I | Modifies the sharpness of Ramped-Up weapons. |
Sharpness Type II | Modifies the sharpness of Ramped-Up weapons. |
Sharpness Type III | Modifies the sharpness of Ramped-Up weapons, but reduces Attack by 10. |
Shelling: Long I | Sets shelling type to Long and shelling level to Level 3. |
Shelling: Long II | Sets shelling type to Long and shelling level to Level 4. |
Shelling: Normal I | Sets shelling type to Normal and shelling level to Level 3. |
Shelling: Normal II | Sets shelling type to Normal and shelling level to Level 4. |
Shelling: Wide I | Sets shelling type to Wide and shelling level to Level 3. |
Shelling: Wide II | Sets shelling type to Wide and shelling level to Level 4. |
Sleep Effect I | Enables loading of Sleep Ammo, and changes ammo capacity. |
Sleep I | Sets weapon element to Sleep and adds +10 to its value. |
Sleep II | Sets weapon element to Sleep and adds +12 to its value, but reduces Attack by 10. |
Special: Wyvernheart | Changes special ammo to Wyvernheart. |
Special: Wyvernsnipe | Changes special ammo to Wyvernsnipe. |
Steadiness Boost | Decreases deviation by 1. |
Steadiness Surge | Decreases deviation by 2 but also decreases reload speed by 1. |
Sticky/Cluster Effect I | Enables loading of Sticky Ammo and Cluster bombs, and changes ammo capacity. |
Thunder Effect I | Enables loading of Thunder Ammo, and changes ammo capacity. |
Thunder Effect II | Enables loading of Thunder Ammo and Piercing Thunder Ammo, and changes ammo capacity. |
Thunder I | Sets weapon element to Thunder and adds + 10 to its value. |
Thunder II | Sets weapon element to Thunder and adds + 15 to its value. |
Thunder III | Sets weapon element to Thunder and adds + 20 to its value, but reduces attack by 5. |
Use Blast Coating | Allows you to apply Blast Coatings. |
Use Exhaust Coating | Allows you to apply Exhaust Coatings. and grants +10 Attack. |
Use Para Coating I | Allows you to apply Paralysis Coatings. |
Use Poison Coating I | Allows you to apply Poison Coatings. |
Use Power Coating | Allows you to apply Power Coatings. |
Use Sleep Coating I | Allows you to apply Sleep Coatings. |
Water Effect I | Enables loading of Water Ammo, and changes ammo capacity. |
Water Effect II | Enables loading of Water Ammo and Piercing Water Ammo, and changes ammo capacity. |
Water I | Sets weapon element to Water and adds + 10 to its value. |
Water II | Sets weapon element to Water and adds + 15 to its value. |
Water III | Sets weapon element to Water adds + 20 to its value, but reduces attack by 5. |
All Weapons and How to Use Them
Bnahabra | Bullfango | Hornetaur | Jaggi |
Remobra | Rhenoplos | Uroktor | Vespoid |
All Rampage Weapons | Monster Hunter Rise
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