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All weapons in Monster Hunter Rise (MH Rise): Sunbreak has received new Silkbind Attacks and Switch Skills in the Sunbreak expansion as well as an extensive balance patch across the board. Read on for a tier list of the weapon changes in Sunbreak, taking into account balance patches and weapon additions!
List of Contents
A free balance update for both Rise and Sunbreak has been released in time for the Sunbreak Expansion. This update introduced balance patches across all the weapons in the game - from the powerful Long Sword to the lackluster Lance.
Check out the rest of the update here:
Update 10.0: Sunbreak DLC and Master Rank Patch Notes
Click on the weapon's icon to see its full evaluation!
Take note that this is not the main weapon tier list as of Sunbreak but only a ranking on how good the changes are for each weapon. We have a separate article for the Weapon Tier List with appropriate notes from base game to Sunbreak.
To see the full Weapon Tier List, check out this article:
Weapon Tier List and Best Weapons
(Sunbreak)
The Game8 team considers the three factors below during the creation of this weapon changes tier list. Take note that this list is still extremely subjective based on the current state of the game and the balance patch in Update 10.0.
① New Moves for the Weapon Sunbreak introduced new Silkbind Attacks and Switch Skills for all 14 weapons of the game, although not every addition is alike. Some are reintroductions of weapon moves that can be found in previous Monster Hunter games which improve the weapon's offensive and defensive capabilities. |
② Synergy with Other Moves The list also considers the new Switch Skill Swap feature, which allows changing Silkbind Attacks and Switch Skills on a whim. With this, it is possible to head into hunts with two sets of moves. Some of the new moves in Sunbreak can improve existing weapon usage, combos, and playstyle which can be easily accessed with Switch Skill Swap, while can be considered as mere substitute attacks wherein players can still opt to use old moves. |
③ Overall Balance Patch Buffs and/or Nerfs With Update 10.0 already introducing a plethora of new balance changes across all foruteen (14) weapons, we got a glimpse of how this would affect the overall gameplay of a certain weapon. |
The tier list is an early-game tier list for the changes. We will continue playing and testing weapons as we progress more into Master Rank in Sunbreak.
The weapon listed below received changes that have drastically improved its usage.
Weapon Tier List Directory | |||
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S Tier | A Tier | B Tier | C Tier |
All Great Sword Guides | ||
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Trees & Full List | How to Use | Best Builds |
Great Sword Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Wide Slash: Elemental scaling increased; Status effect scaling increased ・ Rising Slash: Part damage increased ・ Plunging Thrust (Level 1): Elemental scaling increased; Status effect scaling increased ・ Plunging Thrust (Level 2): Elemental scaling increased; Status effect scaling increased ・ Plunging Thrust (Level 3): Elemental scaling increased; Status effect scaling increased ・ Strong Charged Slash (Level 3): Attack power increased ・ True Charged Slash (Level 3): Attack power increased ・ Jumping Charged Slash (Level 1): Part damage slightly increased ・ Jumping Charged Slash (Level 2): Part damage slightly increased ・ Jumping Charged Slash (Level 3): Part damage increased ・ Strong Wide Slash (Levels 0 and 1): Attack power increased ・ Strong Wide Slash (Level 2): Attack power increased ・ Strong Wide Slash (Level 3): Attack power increased ・ Rage Slash (Level 2): Attack power slightly increased ・ Rage Slash (Level 3): Attack power increased ・ Hunting Edge: You can now chain into Strong Wide Slash and Strong Charged Slash after landing on the ground with Hunting Edge. ・ Hunting Edge: This now only costs one Wirebug Gauge, and the Wirebug Gauge recovers more quickly. ・ Hunting Edge: Fixed a bug where it was unintentionally possible to immediately chain into a Strong Wide Slash and Hunting Edge after landing on the ground when you made attack inputs during the leap after connecting with Hunting Edge. ・ Rising Slash: Fixed a bug where the camera would not shake as intended when making contact with the ground. |
Received significant buff on True Charge Slash
Hunting Edge wirebug cost reduction
Can incorporate new Switch Skill in combos
Can utilize Strongarm Stance when using charged attacks
Strongarm Stance skips a Charge Level
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The Great Sword received a significant buff in almost all of its moves making it one of the best weapons out there.
The buff on True Charge Slash is even more prominent considering Hunters can easily land one using the new Strongarm Stance Switch Skill in Sunbreak.
What's more, Hunting Edge now only costs 1 Wirebug and is greatly spammable. Great Sword is definitely one weapon to watch out for.
The new Surge Slash Combo allows Great Sword users to perform several attacks without charging the weapon. This move can be used with other attacks to unleash an onslaught on a monster.
Strongarm Stance, when used while charging an attack, will parry a monster's move. This can be handy to use when your entire kit is based on using the Great Sword's charged attacks.
Successfully executing Strongarm Stance skips one (1) Great Sword charge level so using it after the first charge will get you straight to True Charge Slash!
All Switch Axe Guides | ||
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Trees & Full List | How to Use | Best Builds |
Switch Axe Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Axe: Wide Sweep (Finisher 2nd Hit): Attack power slightly increased; Part damage slightly increased ・ Axe: Wide Sweep (Finisher 3rd Hit): Attack power increased; Part damage slightly increased ・ Axe: Wild Swing: Attack power now increases according to the number of attacks. ・ Axe: Heavy Slam: Reduced the number of Wild Swings required in order to combo from Wild Swing into Heavy Slam. ・ Axe: Heavy Slam: Part break and flinch multipliers have been added to the buff effects from Heavy Slam. ・ Compressed Finishing Discharge: The damage reaction from the explosion has been changed. ・ Axe: Rising Slash: The attack range has been increased. ・ Fixed a bug where the hit vibrations from landing a Forward Slash would not trigger after using Soaring Wyvern Blade in midair. ・ Fixed a bug where Axe: Side Slash would result as your draw attack directly after climbing a ledge with your weapon sheathed, regardless of your Switch Skill settings. ・ Fixed a bug where the Axe mode recovery animation for getting up from the ground would trigger instead of the Sword mode animation when recovering from certain types of reactions (extreme knockbacks, knockbacks you can't Wirefall from, and whirlwinds) in Sword mode. ・ Axe: Wild Swing: Fixed a bug where this couldn't be chained into other moves during certain timings if the Wild Swing was started from the left side and no repeat inputs were made. |
Partbreak damage buff
New counter in the form of a Silkbind Attack
Instant amped state with the new counter
Can easily change playstyles via Switch Skill Swap
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Though pretty short, Switch Axe received a quite significant overall increase in damage and firepower after the update.
With the obvious buff on attack power and part damage, it's even easier now to break monster parts - something the Switch Axe is known for.
Switch Axe finally has its own counter move in the form of the new Silkbind Attack added in Sunbreak! Not only does this provide the Switch Axe with a much-needed counterattack opportunity, it also fully charges the amp gauge instantly. This gives the spotlight to previously hard-to-charge phials like Power - enabling the Switch Axe to deal significant damage while being comfortable to use!
Successfully hitting Elemental Burst Counter sends your Switch Axe straight to the amped state. This gives Power Phial users an option to skip the lengthy amp charging phase of their Switch Axe.
What's more, this move can counter roars so you can be in the amped state at the start of every fight if done right!
Switch Axe users now have the choice to either be aggressive or play it safe with the Switch Skill Swap feature. This will give hunters an option to change from defensive Switch Skills and Silkbind Attacks to more aggressive ones while staying in the field.
The following weapons listed below are those that have received significant changes in usage from the balance patch and the new moves introduced in Sunbreak.
Weapon Tier List Directory | |||
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S Tier | A Tier | B Tier | C Tier |
All Gunlance Guides | ||
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Trees & Full List | How to Use | Best Builds |
Gunlance Balance Changes and Fixes (Update 10.0) |
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・Hail Cutter: Wirebug Gauge recovers more quickly, and Wyvern's Fire cooldown reduction has been increased. ・Shelling levels 4 and 5 have been adjusted. ・[Normal Type (Levels 4 and 5)] ・ Shelling (Level 4): Attack power slightly increased ・ Shelling (Level 5): Attack power slightly increased ・ Charged Shelling (Level 4): Attack power slightly increased ・ Charged Shelling (Level 4): Attack power slightly increased ・ Wyvern's Fire (Level 4): Attack power increased; Elemental scaling slightly increased ・ Wyvern's Fire (Level 5): Attack power increased; Elemental scaling increased ・ Burst Fire (Level 4): Attack power slightly increased ・ Burst Fire (Level 5): Attack power slightly increased ・[Long Type (Levels 4 and 5)] ・ Shelling (Level 4): Attack power slightly increased ・ Shelling (Level 5): Attack power slightly increased ・ Wyvern's Fire (Level 4): Attack power slightly increased; Elemental scaling slightly increased ・ Wyvern's Fire (Level 5): Attack power increased; Elemental scaling increased ・ Burst Fire (Level 4): Attack power slightly increased ・ Burst Fire (Level 5): Attack power slightly increased ・[Wide Type (Levels 4 and 5)] ・ Shelling (Level 4): Attack power slightly increased ・ Shelling (Level 5): Attack power slightly increased ・ Charged Shelling (Level 5): Attack power slightly increased ・ Strong Charged Shelling (Level 4): Attack power slightly increased ・ Strong Charged Shelling (Level 5): Attack power slightly increased ・ Wyvern's Fire (Level 4): Attack power increased; Elemental scaling slightly increased ・ Wyvern's Fire (Level 5): Attack power increased; Elemental scaling increased ・ Burst Fire (Level 4): Attack power slightly increased ・ Burst Fire (Level 5): Attack power slightly increased ・Fixed a bug where the delay was set too short between performing a sidestep after a large backstep. ・Guard Edge: Fixed a bug where sometimes you could not perform a Guard Edge immediately after stopping moving while guarding. ・Wyvern's Fire: Fixed a bug where the aftereffects of Wyvern's Fire would appear displaced on certain types of Gunlances. ・Wyvern's Fire: Fixed a bug where the explosion from Wyvern's Fire would sometimes not properly register a sloped surface when using Wyvern's Fire on a slope. ・Wyvern's Fire: Fixed a bug where you could not combo into Wyvern's Fire after chaining an Overhead Smash into a sidestep. |
Wyvern Fire and Hail Cutter cooldown reductions
Mobility option with new Silkbind Attack
No damage buffs
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Gunlance was fun to use in MHRise so it's great that it got great buffs across the board, mostly to keep up with the damage needed to dispose of MR monsters! What's more, the cooldown for the Wyvern Fire and Wirebug cooldown after using Hail Cutter were shortened - making these already staple moves an even greater pick.
The new Bullet Barrage Silkbind Attack launches its user towards a target, which also does a full reload before the attack is executed. This attack can be a great addition to Gunlance's kit as a way to get close to monsters.
At the time of writing, no damage buffs have been announced for the Gunlance, although the new Switch Skill Erupting Cannon improves the weapon's slashing attacks.
All Insect Glaive Guides | ||
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Trees & Full List | How to Use | Best Builds |
Best Kinsects and How to Upgrade Them |
Insect Glaive Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Double Slash (2nd Hit): Attack power slightly increased ・ Kinsect: Mark Target: Attack power increased ・ Strong Rising Slash Combo (1st Hit): Attack power slightly increased ・ Strong Rising Slash Combo (2nd Hit): Attack power slightly increased ・ Strong Rising Slash Combo (3rd Hit): Attack power increased ・ Strong Reaping Slash (1st Hit): Attack power slightly increased ・ Strong Reaping Slash (2nd Hit): Attack power slightly increased ・ Strong Thrust (1st Hit): Attack power slightly increased ・ Strong Thrust (2nd Hit): Attack power slightly increased ・ Strong Double Slash (1st Hit): Attack power slightly increased ・ Strong Double Slash (2nd Hit): Attack power slightly increased ・ Strong Double Slash (Finisher): Attack power increased ・ Lead-in to Strong Rising Slash Combo: Attack power slightly increased ・ You are now impervious to damage while using Recall Kinsect, Kinsect: Recall, and Kinsect: Harvest Extract when you have yellow extract absorbed. ・ Powder Type Kinsects: Reduced the knockback time when they hit, and reduced the amount of time it takes them to transition to attacking again after hitting a monster. ・ Tetraseal Slash: Attack speed has been increased. ・ Recall Kinsect: After using this skill, Kinsect stamina depletion during Kinsect moves is reduced for a short amount of time. Additionally, the amount of health recovered when your Kinsect returns to you have been increased. ・ It is also now possible to chain this into other moves even after landing on the ground. ・ Kinsect: Mark Target: This move now executes when you release the button/key press, instead of when you first press the command. ・ Kinsect: Mark Target: The mark now flies in a slightly higher direction than the angle you are aiming. ・ Kinsect: Mark Target: Fixed a bug where the mark would disappear if it hit another player before reaching the monster. ・ Kinsect: Harvest Extract: The Kinsect now flies in a slightly higher direction than the angle you are aiming. ・ Fixed a bug where Dual Color Kinsect types would sometimes only gather one extract after colliding with certain objects. ・ Fixed an issue where the game would freeze if the player leaves the area while their Kinsect is in the process of switching between certain actions. |
Quality of life improvements
Improved aerial prowess
Can perform devastating aerial combos with Switch Skill Swap
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Insect Glaive did not seem to receive significant buffs across the board - besides some Kinsect-related QoL changes when you have absorbed the yellow extract. Insect Glaive changes are pretty good but not amazing either.
With the introduction of the new Kinsect Slash Switch Skill, the aerial capabilities of Insect Glaive have been improved further.
This new move launches the user towards the target, which then ends in a Vaulting Dance if it connects and allows more aerial attacks to be executed.
The new Switch Skill Swap features allow Insect Glaive users to perform longer strings of attack by utilizing two sets of Switch Skills and Silkbind Attacks. It is possible to use both Awakened Kinsect Attack and Diving Wyvern in a combo within a single leap.
All Lance Guides | ||
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Trees & Full List | How to Use | Best Builds |
Lance Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Mid Thrust I & II: Attack power increased ・ Mid Thrust III: Attack power increased; Elemental scaling increased ・ High Thrust I & II: Attack power increased ・ High Thrust III: Attack power increased; Elemental scaling increased ・ Wide Sweep: Attack power increased ・ Charged Wide Sweep: Attack power increased ・ Leaping Thrust (1st Hit): Attack power increased; Elemental scaling increased; Status effect scaling increased ・ Leaping Thrust (2nd & 3rd Hits): Attack power increased; Elemental scaling increased; Status effect scaling slightly increased ・ Dash Attack & Midair Dash Attack Loop: Elemental scaling slightly increased; Status effect scaling slightly increased ・ Cross Sweep (1st Hit): Attack power increased; Elemental scaling increased ・ Cross Sweep (2nd Hit): Attack power increased; Elemental scaling increased ・ Counter-thrust (Strong): Attack power increased; Elemental scaling increased ・ Insta-Block: The window of time for a successful Insta-Block has been increased. ・ Insta-Block: You can now combo into Silkbind attacks after a successful Insta-Block. ・ Twin Vine: Now only costs one Wirebug Gauge. Also, blocking power is increased and stamina consumption is reduced while the kunai is connected to the monster. ・ Twin Vine: Closed Jump (which is useful when the kunai connects you to a monster during Twin Vine) now aims for the point where the kunai is connected to the monster. ・ Anchor Rage: The attack power increase effect now lasts longer. ・ Anchor Rage: The amount of attack power increase is now determined by the power value of the attack you receive instead of the size of the guard reaction it causes. ・ Guard Dash: Fixed a bug where you couldn't perform a Guard Dash when your frame rate dropped due to the delay between Insta-Block and Guard Dash being too short. ・ Guard Thrust: Fixed a bug where sometimes you could not perform a Guard Thrust directly after moving while guarding. |
Huge damage buffs across all moves
No new counters added
Twin Vine now only costs 1 wirebug
More Forgiving Insta-Block Counter Window
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Lance received a lot of buffs in this patch - from increased damage, elemental scaling, easier Insta-Block execution, and Twin Vine costing 1 Wirebug - Lance is awesome to use now!
Lance did not get any new counters in Sunbreak, despite players feeling a little underwhelmed by how the weapon is utilized in the base game.
In an attempt to buff the weapon, Lance's Twin Vine now only costs one (1) Wirebug from 2 in base MHRise. This makes it easier for Lance Hunters to manage their wirebug pool while keeping near the monster.
Playing Lance extensively, we noticed that Insta-Block's counter window is now longer and more forgiving. It is easier to execute the counter than in base MHRise!
All Long Sword Guides | ||
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Trees & Full List | How to Use | Best Builds |
Long Sword Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Spirit Blade I (Spirit Gauge): Attack power slightly increased ・ Spirit Blade II: Attack power slightly increased ・ Spirit Blade III (1st Hit): Attack power slightly increased ・ Spirit Blade III (2nd Hit): Attack power slightly increased ・ Spirit Blade III (3rd Hit): Attack power slightly increased ・ Jumping Spirit Blade: Attack power slightly increased ・ Jumping Spirit Blade (1st Hit - Red Gauge): Attack power slightly increased ・ Jumping Spirit Blade (2nd Hit - Red Gauge): Attack power slightly increased ・ Rising Slash (From Spirit Blade): Attack power slightly increased ・ Jumping Spirit Blade (Landing): Attack power slightly increased ・ Jumping Spirit Blade II (1st Hit): Attack power slightly increased ・ Jumping Spirit Blade II (2nd Hit): Attack power slightly increased ・ Jumping Spirit Blade II (2nd Hit - Ground): Attack power slightly increased ・ Jumping Spirit Blade II (3rd Hit): Attack power slightly increased ・ Spirit Reckoning (2nd Hit): Attack power slightly decreased ・ Plunging Thrust: Attack power decreased ・ Iai Spirit Slash (Counter Failed): Attack power decreased ・ Iai Spirit Slash (Counter Succeeded): Attack power decreased ・ Iai Spirit Slash (Counter Succeeded - Followup): Attack power decreased ・ Thrust (From Spirit Blade I): Attack power slightly increased ・ Rising Slash (From Spirit Blade II): Attack power slightly increased ・ Several adjustments have been made to the Spirit Gauge aura levels. ・ White Aura: Physical damage scaling slightly decreased; Elemental scaling slightly decreased ・ Yellow Aura: Physical damage scaling slightly decreased; Elemental scaling slightly decreased ・ Red Aura: Physical damage scaling decreased; Elemental scaling decreased ・ Adjusted the Spirit Gauge aura level effects when you chain a Soaring Kick into a Spirit Helm Breaker. ・ White Aura: Physical damage scaling decreased ・ Yellow Aura: Physical damage scaling decreased ・ Red Aura: Physical damage scaling decreased ・ Soaring Kick: Wirebug Gauge recovers more slowly. ・ Fixed a bug where the blades of certain Long Swords would jut out of their sheaths when performing a Special Sheathe. |
Nerf on Iai Slash and Spirit Gauge aura scaling
New powerful counter
New Switch Skill is a auto counter
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Lots of moves have changed for the Long Sword, mainly to nerf the usual counter move that players used in Rise - Iai Slashes as well as to the Spirit Gauge aura scaling.
This will significantly lessen Long Sword attack power but with the addition of more counterattack silkbinds in Sunbreak, we don't see this affecting Long Sword users. They'll just find a new counterattack gameplay loop to use.
Harvest Moon, the new Silkbind Attack for the Long Sword is another counter which spawns a ring in the field. Any successful counters deal additional hits, and the Spirit Gauge will not deplete while the user is inside the ring.
This Silkbind Attack is one of the most powerful new moves added in Sunbreak, which just further improves the Long Sword aggressive playstyle.
It has one disadvantage though, sheathing your weapon will cancel the Harvest Moon area so try keeping your weapon out and counter as much as you can!
The new Switch Skill for the Long Sword acts as an automatic counter if the user gets hit with an attack before the move is finished, as mentioned in Monster Hunter's official Japanese website. This is essentially another counter added to the Long Sword's already powerful kit.
This move is not included in the demo but we expect it to drop in the full release of Sunbreak!
All Sword and Shield Guides | ||
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Trees & Full List | How to Use | Best Builds |
Sword and Shield Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Advancing Slash: Attack power slightly increased ・ Rising Slash: Attack power slightly increased ・ Chop: Attack power slightly increased ・ Side Slash: Attack power slightly increased ・ Lateral Slash: Attack power slightly increased ・ Return Stroke: Attack power slightly increased ・ Spinning Rising Slash: Attack power slightly increased ・ Roundslash: Attack power slightly increased ・ Spinning Reaper: Attack power increased ・ Shield Attack: Attack power slightly increased ・ Shield Bash: Attack power increased ・ Sword/Shield Combo (Shield): Attack power slightly increased ・ Sword/Shield Combo (Sword): Attack power increased ・ Sliding Slash: Attack power increased ・ Falling Shadow (Chop): Attack power increased ・ Falling Bash (Heavy): Attack power increased ・ Falling Bash (Heavy, landing): Attack power increased ・ Drill Slash: Elemental scaling increased ・ Windmill: Attack power slightly increased; Elemental scaling increased; Sharpness consumption reduced ・ Perfect Rush 1: Attack power increased ・ Perfect Rush 2 (1st Hit - Strong): Attack power increased ・ Perfect Rush 2 (2nd Hit - Strong): Attack power increased; Elemental scaling increased ・ Perfect Rush 2 (3rd Hit - Strong): Attack power increased ・ Perfect Rush 3 (Strong): Attack power increased ・ Perfect Rush 4 (Strong): Attack power increased; Elemental scaling increased ・ Perfect Rush 2 (2nd Hit - Weak): Attack power increased ・ Perfect Rush 2 (3rd Hit - Weak): Attack power increased ・ Perfect Rush 4 (Weak): Attack power increased; Elemental scaling increased ・ Perfect Rush 4 (Thrust): Slightly enlarged the hit detection. ・ Fixed a bug where you couldn't cancel your blocking stance after performing a Guard Slash immediately after entering a blocking stance after a Rising Slash. |
Perfect Rush and Windmill buff
Elemental Scaling buff
Return of oils in the form of new Silkbind Attack
More viable moves for elemental and status builds
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The buff on Perfect Rush and Windmill makes the Sword and Shield a powerful weapon after the update. This opens up other possibilities for the Sword and Shield that maybe people would use Windmill more than Metsu Shoryugeki.
They're pushing for more elemental damage too, with increased Elemental Scaling for Perfect Rush introduced in the patch.
Oils make a triumphant return in Monster Hunter Rise in the form of Sword and Shield's new Silkbind Attack. Destroyer Oil allows Sword and Shield users to stagger monsters while it is active.
This can synergize well with other Sword and Shield Silkbind Attacks, which can be accessed by using Switch Skill Swap.
The new Twin Blade Combo is a new Switch Skill that can be useful for weapon builds that focus on elemental and status damage which can be used in conjunction with other combos.
The weapons listed below are those that received new moves that can be useful in certain situations but got the short end of the stick with the balance patch.
Weapon Tier List Directory | |||
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S Tier | A Tier | B Tier | C Tier |
All Sword and Shield Guides | ||
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Trees & Full List | How to Use | Best Builds |
Dual Blades Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Demon Flurry Rush (1st Spin - Left and Right): Attack power slightly increased ・ Demon Flurry Rush (2nd Spin - Left and Right): Attack power slightly increased ・ Demon Flurry Rush Finisher (Left and Right): Attack power slightly increased; Elemental scaling increased; Status effect scaling increased ・ Blade Dance (Demon Mode - 10th Hit): Attack power slightly increased ・ Blade Dance (Demon Mode - 11th Hit): Attack power slightly increased ・ Blade Dance (Demon Mode - 12th Hit): Attack power slightly increased ・ Archdemon Mode: Elemental scaling has been increased. ・ Demon Mode: Made it easier to enter Archdemon Mode. ・ Feral Demon Mode: Made it easier to enter Archdemon Mode. ・ Added combos that chain from exiting Demon Mode and into Silkbind Attacks. ・ Demon Mode and Feral Demon Mode: Fixed a bug where the game would treat you as being in an unsheathed state during bubbleblight slipping animations. |
Comfort improvements
More aggressive attacks with new Silkbind Attack
Dodge without disrupting combos
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Dual Blades has been pretty balanced even in Base MHRise so we don't expect it to change so much in Sunbreak. However, the increase in power makes Dual Blades more comfortable to use in Master Rank - keeping its reputation as the most offensive weapon in the game.
The new Spiral Slash Silkbind Attack for Dual Blades launches the user towards their target and unleash a drilling attack. This move can be used to close in on monsters offensively, giving monsters no breaks from the fury of this weapon!
Slide Slash Combo allows Dual Blade users to evade attacks without stopping their attack combos. As the weapon demands a near hyper-aggressive playstyle, this new move is a great addition to the Dual Blades' Kit.
All Heavy Bowgun Guides | ||
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Trees & Full List | How to Use | Best Builds |
Heavy Bowgun Balance Changes and Fixes (Update 10.0) |
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・ Adjustments were made to the following light bowgun ammo types. ・ Normal Ammo 1: Attack power increased ・ Normal Ammo 2: Attack power slightly increased ・ Pierce Ammo 3: Attack power slightly increased ・ Spread Ammo 1: Attack power slightly increased ・ Shrapnel Ammo 1: Attack power slightly increased ・ Sticky Ammo 2: Attack power slightly decreased; Stun value slightly decreased; Recoil slightly increased ・ Sticky Ammo 3: Attack power slightly decreased; Stun value decreased; Recoil slightly increased ・ Cluster Bomb 3: Attack power slightly decreased ・ Slicing Ammo: Attack power slightly decreased; Recoil slightly increased; Part break endurance multiplier slightly increased ・ Several adjustments have been made to Charged Shots per level (excluding for Wyvern Ammo). ・ Charge Level 1: Attack power increased; Elemental scaling increased ・ Charge Level 2: Attack power increased; Elemental scaling increased ・ Charge Level 3: Attack power increased; Elemental scaling increased ・ The following adjustments have been made to Mech-Wyvernsnipe and Healing Mech-Wyvernsnipe. ・ Impact Explosion (Small): Attack power increased ・ Impact Explosion (Medium): Attack power increased ・ Impact Explosion (Large): Attack power increased ・ Healing Mech-Wyvernsnipe: Wyvernsnipe Gauge recovers more quickly. ・ Counter Charger: Wirebug Gauge recovers more quickly. |
Sticky ammo damage nerf
New moves encourage staying in one spot
Can add defensive options with Switch Skill Swap
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Like for LBG, the nerd on Sticky Ammo would hit HBG's performance as one of the top-tier damage dealers in the game.
Though the nerf is pretty obvious, it's more of a balance. Sticky Ammo is known to be overpowered in the base game and the nerf is much needed.
There are new introductions utility-wise though, so players should now explore these options than rely on Sticky Ammos.
Once combined, both Heavy Bowgun's new Silkbind Attack and Switch Skill give hunters the chance to stay in one place and deal massive damage to a monster.
Crouching Shot boosts the offensive potential of the weapon, while Setting Sun improves the power of piercing and multi-hit ammo by increasing the number of hits a bullet does once it passes the ring.
With the Switch Skill Swap in play, Heavy Bowgun users are able to change Silkbind Attacks to swap for any counter moves if they feel like being more on guard. It is also possible to change the setup from using moves that force a hunter in one spot to having a little bit of mobility.
All Hunting Horn Guides | ||
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Trees & Full List | How to Use | Best Builds |
Songs and Effects |
Hunting Horn Balance Changes and Fixes (Update 10.0) |
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・Adjusted all of the following weapon actions: ・ Left Swing: Attack power increased ・ Right Swing: Attack power increased ・ Forward Smash: Attack power slightly increased ・ Double Swing (1st Hit): Attack power increased ・ Double Swing (2nd Hit): Attack power increased ・ Backwards Strike: Attack power increased ・ Overhead Smash (1st Hit): Attack power increased ・ Overhead Smash (Finisher): Attack power increased; Stun value increased ・ Multi-crush (3rd Hit): Attack power increased ・ Chord: Attack power increased; Infernal Melody gauge buildup increased ・ Chord (Shockwave): Attack power increased; Infernal Melody gauge buildup increased ・Blight Negated melody effect: Additional effect of +10 to all resistances. ・Bead of Resonance: Size has been increased. ・Infernal Melody: Fixed a bug where the effective range and the visual effect range did not match. Nintendo Switch ・Certain attacks have had their combos changed. Attacks that previously started from a neutral position (standing still) have now been changed to start from a moving position (movement input + attack). Neutral position now has different attacks and combos stemming from them. ・[Chained from a Crush Attack] ・ (BEFORE) X: Crush Attack Combo ・ (AFTER) X: Left Swing ⇒ Left Stick + X: Multi-crush ・ (BEFORE) X + A: Overhead Smash ・ (AFTER) X + A: Backwards Strike ⇒ Left Stick + X + A: Overhead Smash ・[Chained from a Double Swing] ・ (BEFORE) X + A: Overhead Smash ・ (AFTER) X + A: Backwards Strike ⇒ Left Stick + X + A: Overhead Smash ・Magnificent Trio: Fixed a bug where you couldn't chain into Magnificent Trio if you pressed X while keeping ZR held down during an evade. Steam (PC) ・Certain attacks have had their combos changed. ・[Chained from a Crush Attack] ・ (BEFORE) Left Mouse: Crush Attack Combo ・ (AFTER) Left Mouse: Left Swing ⇒ WASD + Left Mouse: Multi-crush ・ (BEFORE) Left Mouse + Right Mouse: Overhead Smash ・ (AFTER) Left Mouse + Right Mouse: Backwards Strike ⇒ WASD + Left Mouse + Right Mouse: Overhead Smash ・[Chained from a Double Swing] ・ (BEFORE) Left Mouse + Right Mouse: Overhead Smash ・ (AFTER) Left Mouse + Right Mouse: Backwards Strike ⇒ WASD + Left Mouse + Right Mouse: Overhead Smash ・ Magnificent Trio: Fixed a bug where you couldn't chain into Magnificent Trio if you clicked the left mouse button while keeping mouse button 5 held down during an evade. |
Added blight negation effectiveness
Easier to stun monsters with Silkbind Shockwave
New repositioning move
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Hunting Horn had an overall great performance in MH Rise and it's back for more in Sunbreak.
It received a lot of increases across the board - most especially the increase in Blight Negation effectiveness of certain notes - which makes Hunting Horn a great pickup even for those who want to support their team!
Once Silkbind Shockwave is active, any attacks with the Hunting Horn will create a delayed shockwave on a monster that deals additional hits. These can deal stun damage, making it an effective way to KO monsters and can be further improved with Melodic Slap.
Swing Combo is another new move for the Hunting Horn which allows hunters to go left or right at the end of the combo. This gives Hunting Horn users an evasive move which can be an important tool if they expect to get hit with an attack.
All Light Bowgun Guides | ||
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Trees & Full List | How to Use | Best Builds |
Light Bowgun Balance Changes and Fixes (Update 10.0) |
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・ Adjustments were made to the following light bowgun ammo types. ・ Normal Ammo 1: Attack power increased ・ Normal Ammo 2: Attack power slightly increased ・ Pierce Ammo 3: Attack power slightly increased ・ Spread Ammo 1: Attack power slightly increased ・ Shrapnel Ammo 1: Attack power slightly increased ・ Sticky Ammo 2: Attack power slightly decreased; Stun value slightly decreased; Recoil slightly increased ・ Sticky Ammo 3: Attack power slightly decreased; Stun value decreased; Recoil slightly increased ・ Cluster Bomb 3: Attack power slightly decreased ・ Slicing Ammo: Attack power slightly decreased; Recoil slightly increased; Part break endurance multiplier slightly increased ・ Silkbind Glide: Now only costs one Wirebug Gauge, and the Wirebug Gauge recovers more slowly. Due to the gauge cost reduction, however, the net total cooldown for this move is now shorter. ・ Fanning Vault: The Wyvernblast used in this skill now causes increased Wyvern Riding buildup. ・ Elemental Reload: Fixed an issue where the increased status effect buildup effect was not mentioned in the description of this move. Nintendo Switch ・ Fixed a bug where you couldn't chain into ZR button combos from an aimed midair Wiredash while sheathed. ・ Fixed a bug where Draw skills would not work correctly when falling off a ledge immediately after unsheathing with the X button while walking in sheathed mode. Steam (PC) ・ Fixed a bug where you couldn't chain into mouse button 5 combos from an aimed midair Wiredash while sheathed. ・ Fixed a bug where Draw skills would not work correctly when falling off a ledge immediately after unsheathing with the left mouse button while walking in sheathed mode. |
Sticky Ammo nerf + Recoil worsening
Can opt for a more aggressive playstyle
Evasive option with Wyvern Counter
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Decreasing the wirebug cost of Silkbind Guide significantly increased LBG's comfort and overall playability.
The nerf on Sticky Ammo as well as the increase in recoil on powerful ammo would definitely hit its damage performance compared to base Rise - but in a sense, LBG is still pretty great to use.
The new Switch Skill Critical Firepower allows a higher damage output by cutting the weapon's critical distance. This gives Light Bowgun users the option for a more aggressive playstyle if they are confident enough in facing monsters at a close distance.
Wyvern Counter gives Light Bowgun users an emergency exit move which can work well while fighting near monsters at the cost of using the more offensive Silkbind Attacks.
The following weapons listed below have new, viable moves that can be used in certain situations but could have received better, more impactful changes.
Weapon Tier List Directory | |||
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S Tier | A Tier | B Tier | C Tier |
All Bow Guides | ||
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Trees & Full List | How to Use | Best Builds |
Bow Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ Jumping Melee Attack (Arrow Slice): Attack power increased ・ Lunging Melee Attack: Attack power increased ・ Melee Attack (Arrow Slice - 1st Hit): Attack power increased ・ Melee Attack (Arrow Slice - 2nd Hit): Attack power increased ・ Adjustments have been made per level to Charged Shots with the Bow. ・ Charge Level 1: Attack power increased; Elemental scaling slightly increased ・ Charge Level 2: Elemental scaling slightly increased ・ Charge Level 3: Attack power decreased; Elemental scaling slightly increased ・ Charge Level 4: Attack power decreased; Elemental scaling slightly increased ・ Coating effects have been increased when melee attacks (arrow slices) hit while coatings are applied. ・ Poison Coating: Status effect buildup increased ・ Para Coating: Status effect buildup increased ・ Sleep Coating: Status effect buildup increased ・ Blast Coating: Status effect buildup increased ・ Exhaust Coating: Stun value increased; Exhaust value increased ・ Power Coating: Attack power slightly increased ・ Close-range Coating: Attack power slightly increased ・ Focus Shot: Stamina recovery speed after landing on the ground has been increased. ・ Changed the calculation order for Close-range Coating and Ballistics skill. ・ Arc Shot: Fixed a bug where aiming an Arc Shot would sometimes mistakenly register a level 1 Charge and show Charge graphical effects, despite Charge levels not existing for Arc Shot. ・ Fixed an issue where it was possible to combo into an Arc Shot with fewer-than-intended command inputs while drawing your bow. ・ Fixed a bug where the effects for Draw skills would not activate when performing a Charge action right after unsheathing in a stationary position. |
Charge level 3 and 4 damage nerf
Stake Thrust for added consistent damage
Cutting tails made easier with new Silkbind Attack
More offensive power with Stake Thrust
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Bow received significant nerfs especially on damage for Charge Lv 3 and 4. This would definitely hurt the Bow's overall firepower in Sunbreak.
On another note though, the introduction of Stake Thrust gave Bow users more concentrated damage-dealing capabilities. You need to get close to the monster and stick the stake first though, so timing is still a very important thing.
Butcher's Bind is a new Silkbind Attack for the Bow in Sunbreak which can deal severing damage to monster parts and facilitate easier tail-cutting for Bow users. This can aid hunters who still have not mastered consistent Bow aiming and shooting to get extra monster carves.
For those who have mastered the Bow, it is possible to deal even more damage with the use of Stake Thrust. This new Switch Skill can be combined with Aerial Aim to rain a volley of powerful shots on a monster.
All Charge Blade Guides | ||
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Trees & Full List | How to Use | Best Builds |
Charge Blade Balance Changes and Fixes (Update 10.0) |
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・ Adjusted all of the following weapon actions: ・ [Morph Slash] ・ Axe: Ultra Element Discharge (Elemental Phial Explosion): Attack power slightly increased; Elemental scaling increased ・ Axe: Ultra Element Discharge (Impact Phial Explosion): Attack power slightly increased ・ [Counter Morph Slash] ・ Axe: Ultra Element Discharge (Elemental Phial Explosion): Attack power slightly increased; Elemental scaling increased ・ Axe: Ultra Element Discharge (Impact Phial Explosion): Attack power slightly increased ・ Added combos that chain from small and medium guard reactions. ・ Axe: Ultra Element Discharge: The height of the phial explosion's hit detection has increased. ・ The window of time available for entering combo commands after a Forward Dodge in Sword mode was moved earlier, making it easier to chain it into other attacks. ・ The phial charge failure animation will no longer trigger when performing a Charge action (e.g., for a Condensed Element Slash) after charging a phial from a zero phial state in Sword mode. ・ Sword Boost Mode now lasts longer. ・ Axe: Amped Element Discharge: It is now easier to chain from Element Boost into the preparatory action for an Amped Element Discharge. ・ Sword: Shield Thrust: It is now easier to chain this into Charged Double Slash combos. ・ Fixed a bug where the hit detection for the downward axe attack in the Midair Ultra Element Discharge was slightly slower when you had phials charged compared to when you didn't have any phials charged, when performing the Discharge directly before hitting the ground. ・ Axe: Amped Element Discharge: Made it more difficult for this attack not to connect during frame drops (due to the shortness of the hit detection time window). ・ Fixed a bug where the Sword mode recovery animation for getting up from the ground would trigger instead of the Axe mode animation when recovering from certain types of reactions (extreme knockbacks, non-recoverable knockbacks, and whirlwinds) in Axe mode. ・ Fixed a bug where the blinking effect on the HUD would sometimes look displaced when your energy is overcharged. |
SAED weird hitzones are now fixed
New defensive move with great punish
Alternate Phial Follow-up available
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Charge Blade received some buffs across the board and the update fixed the weird SAED hit zone that caused pain to all Charge Blade users in base Rise.
The new Silkbind Attack for the Charge Blade allows users to defend against a monster's attack and follow up with attack mixups in Sword and Axe Mode.
Phial Follow-up: Firing Pin builds up elemental energy on a target instead of the Charge Blade, which can then be detonated by hitting the target in Axe Mode. With the Switch Skill Swap feature available in Sunbreak, the preferred move can be changed with on-the-go.
All Hammer Guides | ||
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Trees & Full List | How to Use | Best Builds |
Hammer Balance Changes and Fixes (Update 10.0) |
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・Adjusted all of the following weapon actions: ・[Regular Moves] ・ Side Smash: Elemental scaling increased; Status effect scaling increased ・[Charged Moves] ・ Spinning Bludgeon (1st through 5th Hits): Elemental scaling increased (increases per consecutive hit); Status effect scaling increased (increases per consecutive hit) ・ Charged Big Bang (1st Hit): Attack power increased ・ Charged Big Bang (Finisher): Attack power increased ・ Big Bang Finisher (2nd Hit): Attack power increased ・[Charge Switch: Strength] ・ Power Swing: Stun value increased ・ Charged Brutal Upswing: Attack power increased ・ Charged Brutal Big Bang (1st Hit): Attack power increased ・ Charged Brutal Big Bang (2nd Hit): Attack power increased ・ Charged Brutal Big Bang (Finisher): Attack power increased; Stun value increased ・ Step Smash (1st Hit): Attack power increased; Stun value increased ・ Step Smash (Finisher): Attack power increased; Stun value increased ・[Charge Switch: Courage] ・ Charged Side Blow (and Additional Swing): Attack power increased; Elemental scaling increased; Exhaust value increased ・ Charged Upswing (and Additional Upswing): Attack power increased; Elemental scaling increased; Exhaust value increased ・ Additional Hammer Down (1st Hit): Exhaust value increased ・ Additional Hammer Down (Finisher): Attack power increased; Elemental scaling increased; Exhaust value increased ・ Bonus Damage (1st Charged Attack): Attack power increased; Elemental scaling increased; Status effect scaling increased; Exhaust value increased ・ Bonus Damage (2nd Charged Attack): Attack power increased; Elemental scaling increased; Status effect scaling increased; Exhaust value increased ・ Bonus Damage (3rds Charged Attack): Attack power increased; Elemental scaling increased; Exhaust value increased ・Side Smash / Water Strike: It is now possible to chain into Side Smash or Water Strike from Overhead Smash or Charged Follow-up. ・Charge Switch: Courage: Charge times are now shorter. ・Water Strike: The window of time for a successful Water Strike has been increased. ・Impact Crater: Fixed a bug where terrain effects would not trigger when Impact Crater is used on magma terrain. ・Impact Crater: Fixed a bug where the end of the timing window was set incorrectly when chaining Impact Crater (Level 0 - No Charge) into a grounded Charged Attack. ・Impact Crater: Fixed a bug where you could still perform Impact Crater even when your Wirebug Gauge is at level 1 during bubbleblight slipping animations. ・Charge Switch: Courage: Fixed a bug where adjustments to the direction the player faces would not work correctly when performing an Additional Upswing (2nd Charged Attack in the chain) when level 3 of the Focus skill is active. |
Stun, exhaust, and KO buffs
Improved flinching capabilities with Impact Burst
Unleash more Level 3 charged attacks
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Hammer lived in the shadow of the great KO Sword and Shield builds in Monster Hunter Rise so we aren't surprised that we're getting buffs for its stun and exhaust value in this update!
Overall will enable the Hammer to keep up with what it's known for: a KO machine.
Using the new Impact Burst Silkbind Attack adds additional hits when hitting a monster with a charged attack. This will make it easier to flinch monsters and give them no time to rest and attack!
The new Spinning Bludgeon: Charge Switch Skill for the Hammer allows the weapon to charge while performing the spinning attack, which is then unleashed upon using a Charge Switch. This allows Hammer users to constantly attack with Level 3 Charged Attacks to bring on the pain.
Forlorn Arena | The Citadel |
Elgado Outpost | The Jungle |
Sunbreak Pro Controller | Amiibo |
Game Editions | Preorder Bonuses and How to Preorder |
Why Sns is S rank? Why Gunlance and lance are B rank? this tier list is totally wrong. Did you really play the demo?
Weapon Changes in Sunbreak
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Greatsword changelog is wrong. You put LS changelog there.