Monster Hunter Wilds Weapon Tier List — All 14 Weapons Ranked for Solo, Multiplayer, and Comfort

Overall S/A/B Tier Ranking (All 14 Weapons)
| Tier | Weapons | General Assessment |
|---|---|---|
| S Tier | Great Sword, Long Sword, Dual Blades, Bow, Charge Blade | Top picks for solo and multiplayer; high damage ceiling; meta-defining |
| A Tier | Hammer, Switch Axe, Insect Glaive, Light Bowgun, Heavy Bowgun | Strong, situationally meta; specific niches where they excel |
| B Tier | Sword & Shield, Lance, Gunlance, Hunting Horn | Niche or utility-focused; underperform pure DPS but offer team value or defensive identity |
Solo DPS Tier List
| Tier | Weapons | Why |
|---|---|---|
| S | Great Sword | TCS deals highest single-hit damage; solo monster patterns allow safe charging |
| S | Long Sword | Foresight Slash counters trivialize many monster attacks |
| S | Dual Blades | High hit rate + element scaling; aggressive solo playstyle |
| S | Bow | Highest ranged DPS; mobility-focused; safe positioning |
| A | Charge Blade | Massive burst potential with SAED; high skill ceiling |
| A | Hammer | High raw + KO setups in solo |
| A | Switch Axe | Zero Sum Discharge bursts on weak zones |
| A | Insect Glaive | Aerial mobility + Triple Buff DPS scaling |
| B | Light Bowgun | Strong DPS but solo aim management is more demanding |
| B | Heavy Bowgun | Highest theoretical DPS but plant-foot positioning is risky solo |
| C | Sword & Shield | Utility-focused; solo DPS lower than other A-tier picks |
| C | Lance | Defensive; solo DPS is the lowest meta-relevant tier |
| C | Gunlance | Strong burst but slow recovery; solo less efficient |
| C | Hunting Horn | Buffs lose value solo; HH solo is workable but suboptimal |
Multiplayer Utility Tier List
| Tier | Weapons | Why |
|---|---|---|
| S | Hunting Horn | Songs + Echo Bubbles + Magnificent Trio provide universal team buffs |
| S | Light Bowgun (paralysis ammo) | Paralysis Rapid Fire creates team burst windows |
| S | Charge Blade | SAED bursts during paralysis/sleep maximize team windows |
| S | Dual Blades (paralysis) | Highest hit rate = fastest paralysis procs for team support |
| A | Great Sword | TCS on team-coordinated openings deals massive single-burst |
| A | Gunlance (Wyrmstake) | Wyrmstake Cannon on team sleep/paralysis windows = huge burst |
| A | Insect Glaive | Mounts force team burst windows |
| A | Hammer | Frequent KOs create team-wide stun windows |
| A | Long Sword | Counter mechanics; reliable damage and Wound popping |
| A | Bow | Mobile ranged DPS + status coatings for team support |
| B | Switch Axe | ZSD damage strong but ZSD lock-in awkward in team chaos |
| B | Heavy Bowgun | Strong damage but stationary positioning collides with melee teammates |
| B | Sword & Shield | Utility + status coatings; underrated for team play |
| C | Lance | Solid tank but limited team utility beyond holding aggro |
Beginner-Friendly Tier List
| Tier | Weapons | Why |
|---|---|---|
| S (Easy) | Sword & Shield | Forgiving combos; small windows work; learn-by-doing |
| S (Easy) | Lance | Block-heavy; defensive identity teaches monster timings |
| S (Easy) | Light Bowgun | Mobile ranged; learn monster patterns from safer distance |
| A | Long Sword | Solid baseline; Foresight Slash is intuitive after practice |
| A | Hunting Horn | Self-buffs help survive learning curve |
| A | Hammer | Simple combo system; mostly Triangle and Circle |
| A | Dual Blades | Easy combos but stamina management is a learning curve |
| B | Great Sword | Easy to use, hard to master — TCS timing demands patience |
| B | Switch Axe | Dual-mode awareness is the learning bottleneck |
| B | Bow | Stamina + coating + charge management is overwhelming initially |
| B | Insect Glaive | Extract management adds extra complexity |
| C (Hard) | Gunlance | Shelling type, Wyrmstake timing, Guard Point — high cognitive load |
| C (Hard) | Heavy Bowgun | Ammo management + positioning is complex |
| C (Hardest) | Charge Blade | Highest skill ceiling; all systems interlock |
Comfort Tier List (Survival + Quality of Life)
| Tier | Weapons | Why |
|---|---|---|
| S | Lance | Constant block; defensive identity; rarely takes major damage |
| S | Gunlance | Block + Guard Point; survival baseline is excellent |
| S | Sword & Shield | Item use without sheathing; constant healing access |
| A | Charge Blade | Guard Point + sword counter; defensive options abundant |
| A | Heavy Bowgun | Shield Mode option; ranged distance |
| A | Light Bowgun | Ranged distance; mobility |
| A | Hunting Horn | Self-heal songs; KO contribution reduces monster pressure |
| B | Long Sword | Foresight Slash provides counters but requires precise timing |
| B | Switch Axe | Sword Counter helps but ZSD lock-in is risky |
| B | Bow | Range helps but requires stamina management |
| B | Hammer | Highest mobility melee but no block |
| C | Great Sword | Slow recovery; commit-heavy; vulnerable during charges |
| C | Insect Glaive | Aerial play introduces dodge limitations mid-air |
| C | Dual Blades | Stamina-hungry; aggressive playstyle invites hits |
Raw DPS Ceiling Tier List (Optimal Conditions)
| Tier | Weapons | Why |
|---|---|---|
| S | Charge Blade | SAED + Phial Discharge produces some of the highest theoretical DPS spikes |
| S | Heavy Bowgun | Pierce 3 + Wyvern Ammo deliver massive DPS |
| S | Great Sword | TCS in confirmed openings; few weapons match single-hit damage |
| S | Bow | Spread Lv 4 with Mighty Bow Jewel + close range = top sustained DPS |
| A | Dual Blades | Demon Mode + element scaling produces sustained high DPS |
| A | Long Sword | Iai Spirit Slash + Helmbreaker = sustained high DPS |
| A | Switch Axe | ZSD spam in Amped State delivers strong burst |
| A | Hammer | High raw + Big Bang combo on weak zones |
| B | Insect Glaive | Aerial + Triple Buff is strong but caps below S tier |
| B | Gunlance | Wyrmstake + Artillery scales well but limited windows |
| B | Light Bowgun | Rapid Fire is strong but per-shot damage is moderate |
| C | Hunting Horn | Echo Bubbles + Magnificent Trio improved damage but still niche |
| C | Sword & Shield | Utility weapon; raw DPS is meta-relevant but not top-tier |
| C | Lance | Lowest top-end DPS; defensive identity sacrifices damage ceiling |
Why Rankings Differ Across Axes
No single tier list captures a weapon's full identity. A weapon that excels in solo DPS may lose value in multiplayer if it doesn't create team windows. A weapon that's comfortable to use may have a lower damage ceiling than a weapon that demands constant input. The rankings here separate these axes so you can pick based on what you actually value.
Charge Blade illustrates this perfectly: S tier in raw DPS ceiling (SAED bursts are among the highest single-hit damage in the game), S tier in multiplayer (SAED on team windows multiplies team damage), but C tier in beginner-friendliness (Guard Points, phial management, SAED setup, sword/axe mode juggling — overwhelming for newcomers). A returning Monster Hunter player with prior CB experience picks it up quickly; a brand new MH player will struggle for the first 20 hours.
Hunting Horn is the opposite case: S tier in multiplayer utility (songs + Echo Bubbles transform the team), but C tier in pure solo DPS (the buffs lose half their value when you're alone). HH solo is workable but suboptimal. HH in 4-player teams is one of the most valuable picks in the game.
Pick weapons based on your most common play context. If you're a solo grinder, prioritize the solo DPS list. If you're a multiplayer regular, prioritize the multiplayer utility list. If you struggle with monster patterns, prioritize the comfort list. If you're a returning veteran chasing optimization, prioritize the raw DPS ceiling list. Most players benefit from learning 2–3 weapons across different categories for situational use.
How These Rankings Are Determined
Solo DPS rankings consider sustainable damage over a 10–15 minute hunt with one hunter handling all monster aggression. Weapons that require team setup (HH songs, paralysis support) lose relative value. Weapons that excel in safe self-positioning (Bow, Long Sword counters, Great Sword charge windows) gain relative value.
Multiplayer utility rankings consider team contribution beyond personal damage. Buffs (HH songs), status setups (paralysis, sleep), KO contributions (Hammer, HH), mounts (IG), and reliable burst windows (CB SAED, GL Wyrmstake) all factor in. Pure DPS weapons that don't create team windows rank lower here even if their personal DPS is high.
Beginner-friendliness rankings consider learning curve depth — how many systems must be understood before the weapon performs reasonably well. Single-system weapons (SnS, Lance, Hammer, Long Sword baseline) rank higher; multi-system weapons (Charge Blade, Gunlance, Insect Glaive) rank lower because beginners struggle to optimize all systems simultaneously.
Comfort rankings consider damage-mitigation tools, mobility, and item-use access. Blocking weapons (Lance, Gunlance, Charge Blade) rank high. Mobile ranged weapons (Bow, LBG) also rank high. Commit-heavy charge weapons (Great Sword) and stamina-hungry aggressive weapons (Dual Blades) rank low.
Raw DPS ceiling rankings consider what each weapon achieves under optimal conditions — known monster, perfect positioning, full skill caps, and confirmed windows. This reflects the speed-run meta, not realistic average play. A weapon with high ceiling but low floor (Charge Blade) may underperform a weapon with moderate ceiling but high floor (Long Sword) for non-expert players.
Recommendations by Player Type
- First-time Monster Hunter player: Start with Sword & Shield or Long Sword. Both are accessible, deal solid damage, and teach core monster patterns without overwhelming systems.
- Returning veteran who wants peak damage: Pick Charge Blade or Great Sword. Both reward optimization with top-tier DPS ceilings.
- Multiplayer focused player: Hunting Horn for full support, or Charge Blade for burst utility. Both shape team play meaningfully.
- Solo grinder maximizing efficient farming: Long Sword or Bow. Both clear hunts fast solo with reasonable safety.
- Defensive playstyle preference: Lance, Gunlance, or Charge Blade. All have strong block/Guard Point systems.
- Aggressive playstyle preference: Dual Blades, Switch Axe, or Insect Glaive. All reward in-your-face commitment.
- Ranged playstyle preference: Bow first (highest ranged DPS), then Light Bowgun (mobile + ammo variety), then Heavy Bowgun (stationary high damage).
- Status / team utility focus: Hunting Horn (songs + paralysis), Light Bowgun (paralysis ammo), or Dual Blades (paralysis builds).
- Highest skill ceiling preference: Charge Blade — every system interacts with every other system, rewarding deep practice.
Frequently asked questions
What's the strongest weapon in Monster Hunter Wilds right now?
There's no single 'strongest' weapon — it depends on context. Great Sword has the highest single-hit damage. Charge Blade has the highest skill-ceiling burst. Bow has the top ranged sustained DPS. Long Sword has the most reliable counter-driven DPS. Heavy Bowgun has the highest theoretical DPS in optimal conditions. Pick based on whether you prioritize solo DPS, multiplayer utility, comfort, or raw ceiling. All five S-tier weapons (GS, LS, DB, Bow, CB) are top-tier in different ways.
Which weapon is easiest for beginners?
Sword & Shield is the most beginner-friendly because of forgiving combos, item use without sheathing, and small attack windows that don't require precise timing. Long Sword is a close second — it has a clear combo flow, the Spirit Gauge teaches resource management, and Foresight Slash is intuitive after a few practice sessions. Lance is excellent for players who prefer defensive learning — the constant block lets you focus on reading monster attacks without dying to mistakes. Avoid Charge Blade and Gunlance until you have 20+ hours of MH experience.
Is Hunting Horn good in Monster Hunter Wilds?
Yes — significantly improved compared to past Monster Hunter titles. Echo Bubbles add meaningful passive damage, Magnificent Trio provides personal burst windows, and the buff identity remains strong in multiplayer. HH is S-tier in multiplayer utility and B-tier in solo DPS. It's no longer purely a 'buff bot' — it deals competitive damage while supporting the team. Try it before assuming it's slow or weak; modern HH delivers real DPS alongside its support role.
What's the best solo weapon?
Long Sword is the best all-around solo weapon — high damage, strong counter mechanics, good safety. Great Sword has higher peak damage but demands precise positioning. Dual Blades is excellent for aggressive solo play with stamina management. Bow is the best ranged solo weapon. For pure DPS solo, pick Long Sword or Great Sword. For aggressive solo, pick Dual Blades. For safe solo, pick Bow or Charge Blade. All four are S-tier solo options.
Are bowguns viable in endgame?
Yes. Light Bowgun is S-tier for paralysis ammo support and strong for general ranged DPS. Heavy Bowgun has the highest theoretical DPS in the entire game when set up correctly (Pierce 3 + Wyvern Ammo combos). Both bowguns are meta-viable for solo and multiplayer. The trade-off is ammo logistics — bowgun hunters must manage ammo crafting and inventory carefully. If you enjoy ranged combat with depth, bowguns are excellent endgame choices.
Should I pick a weapon based on a tier list?
Use tier lists to narrow your choices, not to dictate them. Tier lists describe theoretical optimization; your enjoyment determines practice time, which determines real performance. A B-tier weapon you love will outperform an S-tier weapon you hate because you'll practice more. Look at the tier list for your priority axis (solo DPS, multiplayer, comfort, beginner), pick 2–3 candidates, try each in the training arena, and commit to the one you find most fun. Mastery beats meta.
Which weapon has the highest skill ceiling?
Charge Blade. CB combines axe mode, sword mode, phial gauge, charge management, SAED timing, Guard Points, and shield charging into one interconnected system. Mastering all systems takes 50+ hours of dedicated practice but delivers top-tier damage with deep mechanical satisfaction. Insect Glaive and Switch Axe also have high ceilings (Triple Buff and Amped State respectively). For pure single-mechanic depth, Long Sword's Foresight Slash counters require precise timing but the system is more contained.
Do weapon rankings change between patches?
Yes — Monster Hunter Wilds receives balance patches that adjust weapon damage values, skill effects, and ammo behavior. Rankings can shift if a weapon gets buffed/nerfed or if new monsters introduce favorable matchups. Check community resources after major patches to see if your weapon's standing has changed. However, top-tier weapons rarely fall out of top tier — patches typically rebalance rather than overhaul. A weapon that's S-tier today is usually still A-tier after a balance patch.
Sources & verification
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Continue this guide path
- ›Monster Hunter Wilds Weapon Types Explained — All 14 Weapons OverviewA full overview of all 14 weapon types in Monster Hunter Wilds, sorted by complexity and playstyle. Find the right weapon for your skill level and goals.
- ›Monster Hunter Wilds Beginner's Guide — First Hunt Tips & Core SystemsNew to Monster Hunter Wilds? This guide covers the full core loop, Hunter Rank progression, quest types, and the essential tips every new player needs for their first hunts.
- ›Great Sword Endgame Build in Monster Hunter Wilds — True Charge Slash FocusThe Great Sword delivers the highest single-hit damage in Monster Hunter Wilds through the True Charge Slash. This guide covers the best endgame GS options, Critical Draw vs. burst-focused setups, essential skills, and slot priority for maximum TCS damage.
- ›Long Sword Endgame Build in Monster Hunter Wilds — Foresight Slash FocusThe Long Sword's Foresight Slash counter mechanic is one of the highest-skill, highest-reward moves in Monster Hunter Wilds. This guide covers the best LS endgame weapon options, a counter-focused build, essential decoration priorities, and tips for maintaining peak Spirit Gauge.
- ›Dual Blades Endgame Build in Monster Hunter Wilds — Critical Element SetupDual Blades are the fastest-hitting weapon in Monster Hunter Wilds and the undisputed king of elemental damage. This guide covers the best endgame Critical Element DB build, elemental weapon selection per monster, Demon Mode stamina management, and how to reach 100% affinity on elemental crits.