Great Sword · Hammer · Charge Blade
Committed damage that opens the big windows. Hammer adds blunt breaks and stuns; the Great Sword turns a topple into a single massive hit.
Armory / eight ways to hunt
Every weapon type, its rhythm, its best skills and the launch monsters where it shines. Find a main, learn the combo, then build the armor around it.
Pick a rhythm, not a tier
Outlanders keeps the Monster Hunter weapon identity: slow and heavy, fast and fragile, shielded and deliberate, or ranged and angle-dependent. The launch roster covers eight styles, including the Charge Blade confirmed by the producer. You can switch freely as the Fated Adventurer, while named Adventurers each bring a unique kit tied to one weapon.
Start with the pre-launch weapon tier list for an overview, then use these pages for actual gameplay. Each guide covers combos, skill priorities, best picks, monster matchups and mobile control tips.
The armory
Open any weapon for its full move plan, best skills and launch matchups.
Slow swings, enormous payoffs. A charge-heavy powerhouse built around reading the monster and cashing in one perfect hit. Pyro's signature weapon.
Flow, counter, finish. A long-reaching blade that rewards clean counters and Spirit Gauge management. Midori's elegant, evasive playstyle.
Speed, status and a little chaos. Fast slashes, high mobility and elemental pressure. The easiest weapon to feel busy with, and a favorite of Raya and Keres.
Head first, questions later. The head-break specialist. Charge while moving, convert openings into stuns and farm the parts that other weapons cannot crack.
Hold the line, answer the charge. A shield-first weapon that turns monster aggression into safe counters. Arkaya and Ouyang Varen bring two very different lance styles.
Ammo, angles and aerial pressure. A ranged cannon with ammo choices, slow movement and big burst windows. Pepper's airborne kit makes it surprisingly mobile.
Coatings, charge and clean angles. A mobile ranged weapon built around charged shots and coatings. Madelyn and Luka show its support and burst-damage extremes.
Sword, shield, axe, payoff. A technical morphing weapon with phials, guard points and explosive axe finishers. Confirmed for the launch era; worth learning early.
At a glance
A quick sort for your first main. Damage and safety are pre-launch assessments, not live balance data.
| Weapon | Range | Difficulty | Signature strength | Guide |
|---|---|---|---|---|
| Great Sword | Melee | Medium | Slow swings, enormous payoffs | Read guide |
| Long Sword | Melee | Medium | Flow, counter, finish | Read guide |
| Dual Blades | Melee | Easy | Speed, status and a little chaos | Read guide |
| Hammer | Melee | Medium | Head first, questions later | Read guide |
| Lance | Melee | Medium | Hold the line, answer the charge | Read guide |
| Heavy Bowgun | Ranged | Medium | Ammo, angles and aerial pressure | Read guide |
| Bow | Ranged | Medium | Coatings, charge and clean angles | Read guide |
| Charge Blade | Melee | Hard | Sword, shield, axe, payoff | Read guide |
Squad fit
A four-player squad benefits from contrasting jobs more than from four identical damage builds.
Committed damage that opens the big windows. Hammer adds blunt breaks and stuns; the Great Sword turns a topple into a single massive hit.
Fast, mobile uptime on tails, legs and wings. Their value is constant pressure and part damage while the heavy weapons prepare the finisher.
Ranged weapons reach the wings and heads; the Lance controls the front line and makes dangerous projectile fights readable.
Armory FAQ