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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