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

By LootLore EditorsPublished Updated
All 14 Monster Hunter Wilds weapons displayed in a tier list format on a dark background

Overall S/A/B Tier Ranking (All 14 Weapons)

TierWeaponsGeneral Assessment
S TierGreat Sword, Long Sword, Dual Blades, Bow, Charge BladeTop picks for solo and multiplayer; high damage ceiling; meta-defining
A TierHammer, Switch Axe, Insect Glaive, Light Bowgun, Heavy BowgunStrong, situationally meta; specific niches where they excel
B TierSword & Shield, Lance, Gunlance, Hunting HornNiche or utility-focused; underperform pure DPS but offer team value or defensive identity

Solo DPS Tier List

TierWeaponsWhy
SGreat SwordTCS deals highest single-hit damage; solo monster patterns allow safe charging
SLong SwordForesight Slash counters trivialize many monster attacks
SDual BladesHigh hit rate + element scaling; aggressive solo playstyle
SBowHighest ranged DPS; mobility-focused; safe positioning
ACharge BladeMassive burst potential with SAED; high skill ceiling
AHammerHigh raw + KO setups in solo
ASwitch AxeZero Sum Discharge bursts on weak zones
AInsect GlaiveAerial mobility + Triple Buff DPS scaling
BLight BowgunStrong DPS but solo aim management is more demanding
BHeavy BowgunHighest theoretical DPS but plant-foot positioning is risky solo
CSword & ShieldUtility-focused; solo DPS lower than other A-tier picks
CLanceDefensive; solo DPS is the lowest meta-relevant tier
CGunlanceStrong burst but slow recovery; solo less efficient
CHunting HornBuffs lose value solo; HH solo is workable but suboptimal

Multiplayer Utility Tier List

TierWeaponsWhy
SHunting HornSongs + Echo Bubbles + Magnificent Trio provide universal team buffs
SLight Bowgun (paralysis ammo)Paralysis Rapid Fire creates team burst windows
SCharge BladeSAED bursts during paralysis/sleep maximize team windows
SDual Blades (paralysis)Highest hit rate = fastest paralysis procs for team support
AGreat SwordTCS on team-coordinated openings deals massive single-burst
AGunlance (Wyrmstake)Wyrmstake Cannon on team sleep/paralysis windows = huge burst
AInsect GlaiveMounts force team burst windows
AHammerFrequent KOs create team-wide stun windows
ALong SwordCounter mechanics; reliable damage and Wound popping
ABowMobile ranged DPS + status coatings for team support
BSwitch AxeZSD damage strong but ZSD lock-in awkward in team chaos
BHeavy BowgunStrong damage but stationary positioning collides with melee teammates
BSword & ShieldUtility + status coatings; underrated for team play
CLanceSolid tank but limited team utility beyond holding aggro

Beginner-Friendly Tier List

TierWeaponsWhy
S (Easy)Sword & ShieldForgiving combos; small windows work; learn-by-doing
S (Easy)LanceBlock-heavy; defensive identity teaches monster timings
S (Easy)Light BowgunMobile ranged; learn monster patterns from safer distance
ALong SwordSolid baseline; Foresight Slash is intuitive after practice
AHunting HornSelf-buffs help survive learning curve
AHammerSimple combo system; mostly Triangle and Circle
ADual BladesEasy combos but stamina management is a learning curve
BGreat SwordEasy to use, hard to master — TCS timing demands patience
BSwitch AxeDual-mode awareness is the learning bottleneck
BBowStamina + coating + charge management is overwhelming initially
BInsect GlaiveExtract management adds extra complexity
C (Hard)GunlanceShelling type, Wyrmstake timing, Guard Point — high cognitive load
C (Hard)Heavy BowgunAmmo management + positioning is complex
C (Hardest)Charge BladeHighest skill ceiling; all systems interlock

Comfort Tier List (Survival + Quality of Life)

TierWeaponsWhy
SLanceConstant block; defensive identity; rarely takes major damage
SGunlanceBlock + Guard Point; survival baseline is excellent
SSword & ShieldItem use without sheathing; constant healing access
ACharge BladeGuard Point + sword counter; defensive options abundant
AHeavy BowgunShield Mode option; ranged distance
ALight BowgunRanged distance; mobility
AHunting HornSelf-heal songs; KO contribution reduces monster pressure
BLong SwordForesight Slash provides counters but requires precise timing
BSwitch AxeSword Counter helps but ZSD lock-in is risky
BBowRange helps but requires stamina management
BHammerHighest mobility melee but no block
CGreat SwordSlow recovery; commit-heavy; vulnerable during charges
CInsect GlaiveAerial play introduces dodge limitations mid-air
CDual BladesStamina-hungry; aggressive playstyle invites hits

Raw DPS Ceiling Tier List (Optimal Conditions)

TierWeaponsWhy
SCharge BladeSAED + Phial Discharge produces some of the highest theoretical DPS spikes
SHeavy BowgunPierce 3 + Wyvern Ammo deliver massive DPS
SGreat SwordTCS in confirmed openings; few weapons match single-hit damage
SBowSpread Lv 4 with Mighty Bow Jewel + close range = top sustained DPS
ADual BladesDemon Mode + element scaling produces sustained high DPS
ALong SwordIai Spirit Slash + Helmbreaker = sustained high DPS
ASwitch AxeZSD spam in Amped State delivers strong burst
AHammerHigh raw + Big Bang combo on weak zones
BInsect GlaiveAerial + Triple Buff is strong but caps below S tier
BGunlanceWyrmstake + Artillery scales well but limited windows
BLight BowgunRapid Fire is strong but per-shot damage is moderate
CHunting HornEcho Bubbles + Magnificent Trio improved damage but still niche
CSword & ShieldUtility weapon; raw DPS is meta-relevant but not top-tier
CLanceLowest 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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