Video summary
I spent 1000 hours making this Weapon Tier List | Monster Hunter World & Iceborne
Main summary
Key takeaways
Game storyline (as described)
- Monster Hunter World + Iceborne: The creator frames their experience as progressing through:
- The base game
- Iceborne’s campaign
- The Guiding Lands, where they performed additional completion-style tasks such as:
- cutting tails
- breaking horns and faces
How the creator approached the weapons (context for rankings)
- They spent ~1000 hours playing each of the 14 weapon types across Monster Hunter World + Iceborne.
- They also completed a “100 hour weapon challenge” on all weapons:
- Start a brand-new character with nothing
- Clear the base game + Iceborne campaigns
- Then go to the Guiding Lands and:
- sever tails with the weapons/tools they used, or
- break horns/faces using blunt weapons
- Their tier list is ranked using three factors:
- Fun to play
- Hard to learn
- Perceived strength/impact, based on challenge performance
Gameplay highlights & key takeaways by weapon tiered in the video
Dual Blades — (high tier / discussed early)
Strengths
- Very quick learning; rewards fast movement and dodging.
- High attack tempo enables racking up damage with many quick hits and lower risk.
Strategy / tip
- Suggested as a first weapon for new players because the short-range difficulty becomes easier to manage over time.
- Start close, learn your spacing, then transition to other weapons more comfortably.
Heavy Bowgun — (mid tier, strong but less fun)
Strengths
- Devoured campaigns; certain ammo types are described as insanely strong (notably slicing for tails and spread ammo).
- When built defensively (guard/guard skills + shield mods), it can feel very safe.
Weakness / why it ranked lower
- Feels lackluster: lots of standing and shooting rather than engaging with monster movement.
Long Sword — (high tier / “popular for a reason”)
Strengths
- Learned quickly; consistently effective across base game + Iceborne.
- Counters are described as highly satisfying.
Note
- It felt weaker in at least one tough matchup (they mention Elaton, potentially gear-related).
Gunlance — (low tier / “clunky,” but strong)
Strengths
- Some shelling experiences (including combo explosions) were enjoyable.
- Wyvernfire (referred to as “wyvern AK”) is described as incredible.
Weakness
- Clunkiness: reliable when stationary/grounded, but harder to chase moving targets for damage.
Future interest
- Wants to revisit due to weapon changes in Monster Hunter Wilds.
Sword & Shield — (high tier emphasis on utility, not damage-only)
Strengths
- Great kit for controlling monsters:
- Shield knockouts
- Easy item access (fast sheath/speed)
- Traps and topples
- Strong carving/foot attacks that enable practical disruption
Playstyle / strategy
- Their builds include mushroom dancer + wide range to help teammates by force-feeding support mushrooms.
- Their damage approach centers on Perfect Rush.
Reason for not ranking higher
- The hunt became repetitive, mainly because they chased Perfect Rush windows.
Lance — (safe, counter-focused, but repetitive)
Strengths
- Surprisingly strong once learned.
- With defensive investment (guard + guard up), many attacks can be largely negated.
- Multiple counters make it extremely hard to “get punished.”
Weakness
- Gameplay loop becomes counter → poke → counter, which they found too safe and repetitive.
- They don’t enjoy a “tank lifestyle.”
Mobility note
- They worried it would be slow, but noted it has enough mobility options to keep pressure.
Charge Blade — (very hard learn, very engaging)
Strengths
- Described as having “multiple mini-games” during hunts.
- Guard points + proper management create the feel of being both immovable and unstoppable.
- SAED (super amplified elemental discharge) is described as one of the most satisfying feelings.
Overall
- They call it the hardest weapon they learned and the peak “engagement.”
Bow — (lowest tier by their personal evaluation)
Why it’s not for them
- Range/positioning feels too close-range for the payoff.
- Low perceived damage against large HP pools when not fully geared for elemental optimization.
- Didn’t want the time investment to craft multiple elemental sets for endgame bow play.
One bright spot
- Very satisfying to cut tails; they cite tail-cutting as memorable.
Switch Axe (“Swag Axe”) — (fun through mobility + high damage, but not always the “laser dump”)
Strengths
- Sword mode combos are stylish and fun.
- Axe mode mobility (evade/roll + skills like evade extender) makes it feel fast.
- Exhaust + sleep builds can create hilarious hunt patterns (monster sleeps multiple times).
- Damage is described as extremely high with low commitment in many situations.
Weakness
- Zero Sum discharge is effective, but they dislike it as a “lazy button mash,” so they often avoid it.
Hammer — (fun learning; then novelty fades)
Strengths
- Loves disruption: traps/paralysis plus concussions.
- Initially felt easy, then became harder in high rank—learning became satisfying.
- Sliding attack kept the weapon interesting.
Weakness
- Hammer felt slow; the split between charged/non-charged plus knockouts reduced the “prize” feeling once it happened too often.
Hunting Horn — (strong support/beatdown; solo damage eventually drags)
Strengths
- Emphasizes it’s not “just support”—it’s aggressive:
- knocking monsters down
- buffing teammates
- strong mobility (they note highest move speed via a horn song)
- autos + Slugger synergy
- In groups, team damage increases make hunts smoother when solo damage falls off.
Weakness
- Solo damage falloff becomes painful near the end of Iceborne and against tempered monsters (longer slogs).
Insect Glaive — (good damage, but hated the bug mechanics)
Strengths
- Grounded play can deal big damage; they prefer staying grounded over aerial play.
- Speed/consistency through World + Iceborne sets was a positive.
Main complaint
- The “insect/buffs” tagging mechanic is described as unfun and lame:
- tagging monsters in multiple places to maintain buffs
- buffs expire frequently, and losing them breaks build effectiveness mid-combo
- Without buffs it feels like a much worse weapon.
Light Bowgun — (more agile than heavy, but ammo + spreadsheet burden)
Strengths
- Feels more fun than heavy due to agility and evade reload.
- Rapid-fire ammo feels cooler.
Weakness
- Low magazine capacity makes hunts feel slower and more ammo-management heavy.
- Complexity is mostly in endgame builds/spreadsheets they didn’t want to grind.
Great Sword — (top tier)
Why it’s the best for them
- The “true charge slash” loop brings huge dopamine from landing fully charged hits.
- Rewards patience and reading monster openings.
- Provides consistent stagger/knockdowns and follow-up opportunities.
No major downside
- Only real issue is slow speed, but they handle it by attacking only during openings.
They’re interested in other GS builds
- Elemental/status GS, Slugger-focused variants, Frostcraft, ledge-based play, etc.
Tier outcome (the creator’s final placements mentioned)
- S Rank: Great Sword
- They also explicitly mention:
- S Rank includes Bow in the discussion of placements, but they later apologize and say they “don’t get it,” implying Bow was effectively ranked very low for them.
- Gunlance and Bow are treated as especially disappointing for their preferences.
- Charge Blade is described as high/near the top for engagement.
Strategies / key tips emphasized across the video
- Start with Dual Blades if you want an easier onboarding, then branch out.
- For Sword & Shield: build around Perfect Rush, but expect potential repetition.
- For Lance and Gunlance: play to their “range/stance” strengths—chasing movement can feel punishing.
- For Charge Blade: learning guard points and timing is core; it’s essentially a “mini-game” system.
- For Great Sword: win through patience and positioning—only commit during real openings.
- For Bow / Light Bowgun / Heavy Bowgun: endgame power depends heavily on correct setups; the creator wasn’t interested in spreadsheet-style heavy time investment.
- For Insect Glaive: if you dislike maintenance mechanics (bug buffs), it will likely feel bad even if the damage is high.
Gamers/sources featured (at the end)
- No other gamers/channels are formally listed by name in subtitles, except:
- Rauan / Ruuran (mentioned as a related name tied to Gunlance hype; likely a creator/community figure)
- Uno Hunter (mentioned as an example of Hunting Horn master gameplay)