Loading...
Weapons
October 16, 2026 at 07:03 PM
Added the Charge Blade as the eighth launch weapon, Sharpness and forging rules, and updated the Hammer and Perfect Evade details
Monster Hunter Outlanders has eight weapon types announced for launch: the seven used across the closed beta tests, plus the Charge Blade, which producer Dong Huang confirmed in September 2026 would be added at launch. Store copy still listed seven in October 2026, and the developer has said that further weapon types will follow in 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.
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 | No named Adventurer; the player's Fated Adventurer is shown with it | |
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 | |
Not yet detailed | Announced in September 2026 as a new weapon type added at launch | No named Adventurer revealed |
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, available to every Adventurer, 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.
Melee weapons have a Sharpness level that determines how easily attacks bounce off a monster. In this game, Sharpness does not deplete when attacking, so it never needs restoring with whetstones. A help screen shown in pre-alpha footage for the first closed beta lists seven Sharpness levels, rising from Crimson through Orange, Yellow, Green, Blue and White to Purple, with higher Sharpness making attacks less likely to bounce off.
Weapons are forged and upgraded with materials obtained from hunting and gathering. Material for the first closed beta states that familiar equipment from the series can be forged, that hunting the Radiant species exclusive to this game yields entirely new gear, and that attack power, element and Sharpness should all be weighed when forging.
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.
How the Charge Blade works in this game, and which weapon types follow it.
Whether any of the named Adventurers uses the Hammer.
Any numeric values: raw damage, elemental values, affinity, sharpness or ammo counts.
The upgrade paths and materials for individual weapons.
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.