Hunter Arts Gauge Size Unlock
Absolute Evasion 250 Perform a corkscrew-like evasion, providing a window of opportunity to make an emergency escape. Sports a lengthy period of invulnerability and sheathes your weapon automatically upon use.
Absolute Readiness 420 Perform a corkscrew-like evasion. In addition to a lengthy invulnerability window, Sharpness is restored, ammo refilled, and phial coating applied. Once triggered, you automatically unsheathe your weapon.
Heal Gain 830 A moment of concentration bolsters your own healing abilities. For a limited time, Health recovery is more effective, and temporary damage taken during combat recovers more quickly.
Escape Runner 250 Briefly stops Stamina depletion while running away from large monsters and dashing while transporting items. This boost of adrenaline only lasts a short amount of time.
Hunter's Oasis 1330 Places a special device on the ground that emits a Health-restoring mist. It will continue to restore your Health as long as you are within range.
Mass Combiner 830 A technique conceived by a famous Gunner that improves your success at combining items, and ensures you produce the max number possible per combination. As it's mentally taxing, the effects are temporary.
Frenzy Fever 830 Science once again goes a step too far with the invention of a medicine that will give you the Frenzy virus. There's probably someone out there willing to try it... Um, that someone isn't you, is it?
Castle Walls 830 Medicine that makes your body as hard as steel, raising your Defense. While in effect, damage taken is reduced and attacks won't knock you back, but you'll be unable to dash for its duration.
Fortress Walls 1080 Medicine that makes your body as hard as diamond, greatly raising Defense. You'll take less damage and be impervious to abnormal statuses and blowbacks, but you won't be able to dash or evade for its duration.
Arisen Phoenix 1250 Purifies the body and returns it to its natural state. Good, bad, it doesn't matter -- all status effects are wiped clean and your Health is healed in proportion to the effects removed.
Ground Slash I 630 Scrapes your Great Sword on the ground before rushing forward and unleashing a big shock wave. Get both the initial swing and the shock wave to hit your target and you'll mete out massive damage.
Ground Slash II 670 Tier II has a more powerful shock wave that can impact multiple monsters.
Ground Slash III 830 Tier III has the most powerful shock wave, which can knock back multiple monsters.
Lion's Maw I 290 Swings your Great Sword around your body with bloodthirsty force and raises the Attack of the following strike. This hellish Art leaves hunters with a demonic look in their eyes... and the battlefield littered with corpses.
Lion's Maw II 350 Tier II raises the Attack of your next strike even higher.
Lion's Maw III 500 Tier III raises the Attack of your next strike even higher than Tier II.
Brimstone Slash I 1250 Builds up power with great fury, releasing a ground-splitting slash in the direction you choose. If you get attacked while using this Art, you'll absorb the hit, and then execute a deadly counterattack.
Brimstone Slash II 1500 Tier II builds up more power before unleashing the slash.
Brimstone Slash III 1670 Tier III builds up even more power than Tier II before unleashing the slash.
Sword Dance I 830 Slashes your sword five times in a graceful, dance-like sequence. This Art is useful for dealing elemental damage to hard body parts, as you may continue attacking even if a hit is repelled.
Sword Dance II 920 Tier II allows you to slash a total of seven times.
Sword Dance III 1250 Tier III allows you to slash a total of nine times.
Round Force I 250 A spin attack that slashes all targets surrounding you. During execution, you'll be invulnerable to monster attacks, making it an effective evasive technique as well.
Round Force II 250 Tier II has a wider- ranging spin attack.
Round Force III 290 Tier III has the same range as Tier II, but also lifts your allies into the air.
Shoryugeki I 670 After landing a slice attack, you thrust your shield into the air in an uppercut motion. A popular fighting move, the follow-up attack with your shield is strong enough to even Stun monsters.
Shoryugeki II 750 Tier II adds an extra hit to the shield bash, turning it into a strong two-hit combo.
Shoryugeki III 830 Tier III adds another extra hit to the shield bash, turning it into a fierce three-hit combo.
Spinning Meteor I 1080 The powers of gravity and centrifugal force combine in a series of powerful, spinning Hammer attacks. The final blow is the most powerful, so time it carefully to land a hit right between a monster's eyes.
Spinning Meteor II 1170 Tier II features more power behind each of the Hammer blows.
Spinning Meteor III 1250 Tier III features even more force behind each of the Hammer blows than in Tier II.
Provoke I 670 A taunt where you make yourself known by raising your weapon up in the air, momentarily upping the likelihood of monsters targeting you. The effect will wear off early if you leave the area.
Provoke II 750 The Taunt effect lasts longer in Tier II.
Provoke III 830 The Taunt effect lasts just as long as in Tier II, but you also get a boost to your Defense.
Typhoon Trigger I 250 A spinning Hammer attack that takes a few swings to get going. Press the X Button while spinning to unleash a sharp uppercut. Forget to press the X Button and you will stumble.
Typhoon Trigger II 330 Tier II's final uppercut smash is stronger than in Tier I.
Typhoon Trigger III 420 Tier III's final uppercut smash is even stronger than in Tier II.
Shield Assault I 250 A powerful charging shield attack that serves to defend even as you rush forward. Use this Art to close the distance between you and the monster, or to evade. Can be chained into other thrust attacks as well.
Shield Assault II 330 Tier II allows you to charge a longer distance.
Shield Assault III 420 Tier III allows you to charge even farther than in Tier II.
Corkscrew Jab I 1080 Focuses your energy into a powerful drilling Lance attack. While you're defenseless during the charge up phase, the power dealt -- if you manage to connect -- is considerable.
Corkscrew Jab II 1170 Tier II takes longer to charge, but the power of the thrust is proportionately stronger.
Corkscrew Jab III 1250 Tier III takes longer to charge than in Tier II, but the power of the thrust is even stronger.
Enraged Guard I 670 Raises your shield to block an incoming attack. When doing so, the power of the hit will be absorbed, raising your Attack. Risky to use, but the more powerful the blow, the more your Attack will increase.
Enraged Guard II 750 Upon a successful block, Tier II raises your Attack higher than in Tier I.
Enraged Guard III 830 Upon a successful block, Tier III raises your Attack even higher than in Tier II.
Super Nova I 420 An attack that uses specialized piercing ammo which travels a short distance before exploding midair. The blast is quite powerful, but if the ammo hits a wall or floor, it won't explode.
Super Nova II 500 Tier II has a more powerful explosion, but takes more time to fire.
Super Nova III 830 Tier III has an even more powerful explosion than Tier II, but takes a longer time to fire.
Guns Blazing I 830 A revolutionary technique that fires a canister above your head that showers you with a special stimulant. Boosts your movement and reload speeds, and also reduces recoil.
Guns Blazing II 1000 In Tier II, the movement speed, reload speed, and recoil effects last longer.
Guns Blazing III 1080 In Tier III, the movement speed, reload speed, and recoil effects last even longer than in Tier II.
Gunpowder Infusion I 170 Loads special gunpowder into your Bowgun, increasing the power of your ammo for a set number of shots. Discovered by accident when a newbie Hunter loaded some lava rocks into their weapon...
Gunpowder Infusion II 250 Tier II loads more gunpowder, allowing for more empowered shots.
Gunpowder Infusion III 330 Tier III loads more gunpowder than in Tier II, allowing for an even higher number of empowered shots.
Bullet Geyser I 300 After an initial backstep, fires a timed explosive onto the ground, the discharge sending you even further back. This Art works both as an attack and evasive technique.
Bullet Geyser II 500 Tier II features a higher number of explosions than in Tier I.
Bullet Geyser III 650 Tier III features an even higher number of explosions than in Tier II.
Full House I 250 An Art passed down by a Gunner from a certain region. Reloads all the ammo you have on you, save for Specialized Rapid Fire ammo, in a single motion.
Full House II 250 Tier II allows you to reload in an even shorter amount of time.
Full House III 250 Tier III reloads in the same amount of time as Tier II, but also reloads Rapid Fire ammo.
Rapid Fire Rain I 420 An Art that relies on special bullets that split up inside your weapon, giving you unprecedented rapid firing speeds. Autofires until the chamber empties, or you press the B Button to cancel.
Rapid Fire Rain II 500 Tier II allows you to fire more ammo.
Rapid Fire Rain III 830 Tier III allows you to fire even more ammo than in Tier II.
Sakura Slash I 670 A quick jump backwards gives momentum to two sweeping slashes. If the attack connects, the wounds inflicted will open in a spray of blood after a brief pause, and the Spirit Gauge will rise one level.
Sakura Slash II 750 Tier II's sweeping slashes are more powerful than in Tier I.
Sakura Slash III 830 Tier III features fierce slashes that are more powerful than in Tier II.
Unhinged Spirit I 420 Concentrates your spiritual power for a burst of Spirit as you swing your blade. Temporarily fills your Spirit Gauge to Max, allowing you to use Spirit Blade attacks without depleting the gauge.
Unhinged Spirit II 500 In Tier II, the Spirit Gauge stays at Max for a longer period of time.
Unhinged Spirit III 580 In Tier III, the Spirit Gauge stays at Max for an even longer period of time than in Tier II.
Critical Juncture I 1080 Passed on to the Guild from the Far East, this Hunter Art calms you and clears your mind, allowing you to parry a monster's attack. Upon a successful parry, you unleash a deadly counterattack.
Critical Juncture II 1170 Tier II dips you into an even clearer state of mind, allowing you to perform an even stronger counterattack upon a successful parry.
Critical Juncture III 1250 Tier III allows you to completely clear your mind, letting you unleash a devastating counterattack upon a successful parry.
Trance Slash I 670 You switch repeatedly from axe to sword, delivering a furious combo ending with an Element Discharge. You can reorient yourself mid-combo, and you also retain the effects of Demon Riot, if it is active.
Trance Slash II 750 In Tier II, each attack in the combo is stronger than in Tier I.
Trance Slash III 830 In Tier III, each attack in the combo does even fiercer damage than in Tier II.
Demon Riot I 1080 Takes the elemental energy within a Switch Axe and rather than unleashing it, keeps it sealed and pent up to a dangerous degree. Sword Mode attacks are stronger, but the Switch Gauge depletes over time.
Demon Riot II 1170 In Tier II, Sword Mode attacks are even stronger, and the effect lasts longer, though the Switch Gauge still depletes over time.
Demon Riot III 1250 In Tier III, Sword Mode attacks are strongest, and the effect lasts longer than even in Tier II, though the Switch Gauge still depletes over time.
Energy Charge I 250 An Art invented by an eccentric Hunter looking for a way to quickly Reload. It allows for a fast Reload of the Switch Axe's Phial in either Mode, finishing with a horizontal swipe in Sword Mode.
Energy Charge II 330 In addition to the quick Reload and horizontal sweep, Tier II also slightly raises your Affinity.
Energy Charge III 500 In addition to the quick Reload and horizontal sweep, Tier II substantially raises your Affinity.
Dragon Blast I 830 Expels a superhot vortex of twisting flames. Takes time to charge, but the explosive payoff is well worth it.
Dragon Blast II 1000 In Tier II, the effects are more potent and it takes less time to charge than in Tier I.
Dragon Blast III 1250 In Tier III, the effects are more potent and it takes less time to charge than in Tier II.
Blast Dash I 250 An innovative Art that uses shelling recoil to propel you forward, allowing you to close any gaps between you and your target. Capable of finishing with an Overhead Smash after you land.
Blast Dash II 290 Tier II is capable of propelling you farther ahead than Tier I.
Blast Dash III 330 Tier III is capable of propelling you farther ahead than Tier II, as well as allowing you to finish with an Overhead Smash in midair.
Dragon Breath I 1080 Quickly builds up heat within using the Wyvern's Fire mechanism. Once activated, the Heat Gauge remains high, making shelling attacks stronger, though it's not a method craftsmen are likely to be thrilled about.
Dragon Breath II 1170 In Tier II, the heat built up in the Gunlance lasts longer than in Tier I.
Dragon Breath III 1250 In Tier III, the heat built up in the Gunlance lasts longer than in Tier II.
Triple Volley I 580 Fire off arrows in groups of three, with the final shot being the strongest. Fires in the direction you were facing upon activation.
Triple Volley II 670 In Tier II, the final shot takes longer to fire, yet is stronger than in Tier I.
Triple Volley III 750 In Tier III, the final shot takes longer to fire, yet is stronger than in Tier II.
Haste Rain I 830 A revolutionary technique that fires an arrow above your head that showers you with a special stimulant. Temporarily raises movement and charge speed.
Haste Rain II 1000 In Tier II, the effect from the stimulant lasts longer than in Tier I.
Haste Rain III 1080 In Tier III, the effect from the stimulant lasts longer than in Tier II.
Blade Wire I 420 Binds two arrows together with wire to create a flying blade when fired. All non-Arc Shot and Power Shot charged arrows are swapped temporarily for cutting wire. Cannot be coated, but can sever a monster's tail.
Blade Wire II 500 In Tier II, all non-Arc Shot and Power Shot charged arrows are swapped for cutting wire for a longer period than Tier I.
Blade Wire III 670 In Tier III, all non-Arc Shot and Power Shot charged arrows are swapped for cutting wire for a longer period than Tier II.
Blood Wind I 670 With Dual Blades twirling, advance to slice through targets. You can change direction during execution twice.
Blood Wind II 750 In Tier II, you're able to change direction three times.
Blood Wind III 830 In Tier III, you're able to change direction four times and the attack is more powerful than Tier II.
Aerial Slam I 420 Rush off a ledge to perform a spinning attack. If the hit lands, you can follow up with an aerial drop attack.
Aerial Slam II 500 In Tier II, landing a hit allows you to fly higher in the air for a follow-up drop attack.
Aerial Slam III 580 In Tier III, landing a hit allows you to fly even higher in the air for a follow-up drop attack.
Wolf's Maw I 1250 A technique that has you succumb to a raw, animalistic rage, allowing you to deal two hits with a single swing. Requires the utmost trust in your skills.
Wolf's Maw II 1500 Tier II allows you to channel this rage for a longer period of time than Tier I.
Wolf's Maw III 1670 Tier III allows you to channel this rage for a longer period of time than Tier II.
Euphony I 670 Triggers the effects of all playable Melodies. As this Art relies on a unique music scale in order to work, the effects bestowed from this Art will only apply to you.
Euphony II 670 In Tier II, the execution time is faster than Tier I, however, effects are still only applied to yourself.
Euphony III 670 Tier III has a faster execution time than Tier II, however, effects are still only applied to yourself.
Sonic Smash I 830 Perform a double-spin combo that ends in a smashing blow, emitting a soundwave. Ideal as a defensive tactic, too.
Sonic Smash II 1000 Tier II ends in a more powerful soundwave than Tier I.
Sonic Smash III 1170 Tier III gets an upgraded combo and has a more powerful soundwave than Tier II.
Harmonize I 420 A new type of Melody that affects the Hunting Horn itself, rather than the hunter. Notes are doubled for a limited time, even when an attack misses.
Harmonize II 580 In Tier II, the period in which Notes are doubled lasts longer than in Tier I.
Harmonize III 670 In Tier III, the period in which Notes are doubled lasts even longer than in Tier II.
Extract Hunter I 700 Hurls your Kinsect with lightning speed towards a monster. The Kinsect will harvest all three Extracts: Red, White, and Orange. Note that the duration of Extract effects is short for this Art.
Extract Hunter II 900 In Tier II, Extract effects last longer than Tier I, improving ease of use.
Extract Hunter III 1000 In Tier III, Extract effects last longer than Tier II, improving ease of use.
Swarm I 1000 Summons a swarm of protective insects that take position around you, attacking any and all things that dare to get close to you. Be careful using it around allies.
Swarm II 1080 In Tier II, the insect swarm glows yellow and has a greater attack power than in Tier I.
Swarm III 1250 In Tier III, the insect swarm glows red and has a greater attack power than in Tier II.
Bug Blow I 580 Performs a vault after pulling off a combo attack to unleash an Overhead Smash from midair. Especially potent when used in tandem with the Swarm Art, as the insects are concentrated for a hard blow.
Bug Blow II 670 Tier II has a higher jump height than Tier I, allowing you to hit hard-to-reach targets.
Bug Blow III 750 Tier III has a higher jump height than Tier II, allowing you to hit hard-to-reach targets.
Energy Blade I 750 Converts the energy outputted from an Element Discharge into a blade of light. The number of charged phials affects both the length of the blade and its overall power.
Energy Blade II 830 In Tier II, the energy output from the Element Discharge is higher than in Tier I.
Energy Blade III 920 In Tier III, the energy output from the Element Discharge is higher than in Tier II.
Limit Breaker I 1250 Raises the phial charge limit from the standard five units to seven, giving you more flexibility with moves that rely on them.
Limit Breaker II 1500 Tier II raises the phial charge limit from the standard five units to nine, giving you more flexibility with moves that rely on them.
Limit Breaker III 1670 Tier III raises the phial charge limit from the standard five units to ten, giving you more flexibility with moves that rely on them.
Healing Phial I 580 A Hunter Art that sees a Charge Blade gaining healing functionality. The energy stored in your phials is temporarily used to heal your Health, which can be done with an Elemental Boosted Roundslash.
Healing Phial II 630 In Tier II, the energy stored in your phials is temporarily used to heal your Health, as well as that of any allies who are very close by.
Healing Phial III 710 In Tier III, the energy stored in your phials is temporarily used to heal your Health, as well as that of any allies who are relatively close by.


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