Monster Hunter Outlanders launches with seven classic weapon types, and official store copy states that more weapons will join in future updates. Each weapon is paired with a particular Adventurer, and that pairing is described as forming a unique combination which unlocks follow-up moves new to this game. The weapons keep their series identities, but their kits here are built around the mobile control scheme rather than inherited wholesale, so a weapon's behaviour on this page is what this game has shown and nothing else.
The Seven Weapon Types
Weapon | Core resource or system | Signature confirmed mechanic | Adventurer |
|---|---|---|---|
Charge level | Perfect Evades maintain the charge without sheathing | Pyro | |
Spirit Gauge | Timed counterattacks that raise the Spirit Gauge level | Midori | |
Demon Gauge | Demon Mode and Archdemon Mode | Keres, Raya | |
Charge level | Mighty Charge at maximum charge; head attacks stun | Not yet revealed | |
Rush | Blocking enables stronger counterattacks; rush speed and power grow over time | Arkaya, Ouyang Varen | |
Ammo, including limited special ammo | Perfect Guards instantly reload; Wyvernheart mode | Pepper | |
Charge gauge | Perfect Evades instantly max the charge | Luka, Madelyn |
Shared Systems
Three mechanics recur across the roster and appear to be game-wide rather than weapon-specific.
System | What it does | Weapons that use it as confirmed |
|---|---|---|
Perfect Evade | A precisely timed dodge with a weapon-specific payoff, from preserving a charge to opening a counter or a repositioning move | |
Perfect Guard | A precisely timed block. On the Heavy Bowgun it triggers an instant reload | Heavy Bowgun |
Skill switching | Swapping skills mid-action, most clearly described on the Great Sword where it chains follow-up attacks during a charge | Great Sword |
Underneath all of them sits the mobile control scheme. Combo moves can be executed with a single button press, which is why the weapons are described in terms of states and gauges rather than input strings: what a player manages here is which state the weapon is in, not which sequence of taps produces a move. Official store copy calls the resulting move set Hunting Arts.
Weapon and Adventurer Pairing
Two Adventurers carrying the same weapon do not play identically, because each brings personal skills that modify the weapon's resource. Raya spends stamina to fill the Demon Gauge faster than Keres does; Arkaya builds a resource called Resolve on the Lance where Ouyang Varen builds one called Impetus; Luka coats Bow arrows in lightning where Madelyn applies detonating Spores. The weapon defines the skeleton and the Adventurer defines the specialisation.
Not Yet Confirmed
Which further weapon types are planned, and when. Only the intention to add more has been stated.
Whether the Hammer has an Adventurer assigned to it.
Any numeric values: raw damage, elemental values, affinity, sharpness or ammo counts.
Whether weapons have upgrade trees, and what materials feed them.
Whether elemental and status weapon variants exist.
Whether a player can switch weapon type mid-hunt or only between hunts.
How many weapon skills exist per weapon and how they are unlocked.
Whether Perfect Guard exists on every weapon capable of blocking.