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The world of Monster Hunter may be full of monsters, but it also holds many intelligent races who somehow thrive despite the overabundance of world-destroying dragons roaming around.

Main Index | Civilization | Main Series Monsters | First Generation Monsters | Second Generation Monsters | Third Generation Monsters | Fourth Generation Monsters | Fifth Generation Monsters | Frontier Monsters


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    Hunters 
https://static.tvtropes.org/pmwiki/pub/images/be8377854e455c5f474e17e1b6589122.jpg
Hunters are the main characters of the Monster Hunter world, etching out their living by killing the giant monstrosities that infest their world. Supposedly descendants of warriors who waged war against monsters in ages long past, they still fight today, armed with an array of unique weapons, tools and supplies for any situation and a single-minded determination to hunt down and slay their prey.

In General

  • The Ace: PC hunters are always noted for the exceptional skill. This is why whenever something truly big and nasty shows up the players are the first line of defense, they are simply the best at what they do.
  • Action Girl: Female Hunters.
  • Badass Grandpa: Every game offers you one male face that's noticeably older than the others with a white beard and a scar running down his left eye. He's just as badass as his younger counterparts. World lets you have both badass grandpas and grandmas.
  • Badass Normal: Other than their ability to wield implausibly large weapons, take hits from said massive monsters, and regularly leap off cliffs and survive, there's no indication that they are anything other than normal humans. Well, normal for their world, anyway.
  • BFS: All blademaster weapons are simply enormous. The Great Swords are bigger, though, of course.
  • Big Eater: Can devour a well done steak in seconds. Often while wearing a full-face helmet, no less. Plus their pre-hunt meals look big enough for normal human families.
  • Charles Atlas Superpower: Some of the weapons wielded by hunters are bigger and thicker than the hunters themselves, despite them being relatively normal humans.
  • Combat Pragmatist: Along with Crazy-Prepared, this is a Hunter's bread and butter. After all, nature does not play fair, so why should you?
  • Crazy-Prepared: A hunter's modus operandi, and one of the game's major themes: you need to be prepared for every eventuality during a hunt. Need a distraction so you can recover? Throw a Flash Bomb at your quarry. Extra monster showing up when you least expect company? Fling a Dung Bomb at it to make it run away in disgust. Want to create as many openings for attack as possible? Bring lots of traps. There's also the standard plethora of healing potions and food items that hunters require to stay in good shape during the chase.
  • Did You Just Punch Out Cthulhu?: Titanic breakdancing wolves, world-destroying dragons, flying triceratops that can tunnel at ridiculous speeds. Doesn't matter, the hunters can kill them, carve them up, and make armor out of them.
  • The Dragonslayer: Hunters can apply to this, due to most of their prey being dragon-like.
  • Dung Fu: Frequently a choice of many hunters when faced with multiple monsters to fight.
  • Elemental Weapon: Hunters can gain access to these over the course of the game through Elemental Crafting. A variation occurs in that said weapons aren't outright magical, but are made from the internal organs of specific monsters; e.g. a Rathalos or Gravios' flame-producing gland is required to manufacture Fire-element weaponry.
  • Emergency Weapon: Starting with the fourth generation, in situations where the hunter can't use their weapon, such as climbing a wall or mounting a monster, they use their camp knife to attack. Despite dealing minimal damage, it's surprisingly effective at staggering monsters.
  • Familiar: The bug on the Insect Glaive acts like one of these. Frontier even introduces the Halk, a small wyvern that acts as a Noble Bird of Prey. A non-combat example from World are the scoutflies, firefly-like insects that have been trained to track the scent of large monsters.
  • Hello, [Insert Name Here]: They have no default name, requiring the player to provide one.
  • Heroic Mime: Lampshaded in World; in one of the Handler's post-game conversations, she'll mention that you never told her why you wanted to come to the New World in the first place...and then shouts "DO YOU EVEN TALK AT ALL?!"
  • Iaijutsu Practitioner: The Critical Draw and Punishing Draw skills massively boost your unsheath attacks, turning the hunters into this. Great Swords benefit the most of this playstyle.
  • Jabba Table Manners: Hunters will devour their meals as fast as possible, shoving it down by the fistfuls. Even in Monster Hunter World, Hunters violently chow down on their food while guzzling drink to wash it down.
  • Large Ham: Because you rarely see a Hunter's face, and they speak simlish the few times they do speak, Hunters express themselves in-game with grand gestures. They tend to act this way even in the cinematics too.
  • Lethal Chef: When burning a steak. A Burnt Steak has a 50-50 chance either increasing or decreasing your stamina.
  • Made of Iron: Capable of taking a charge from a rampaging Diablos, a bite from Deviljho, or a direct explosion from Brachydios. Even if they're knocked out in battle, they're either simply escorted back to camp or sent back to the port or town for quest failure, and live to fight another day.
  • The Medic: Hunters can opt to specialize in healing their comrades during a group hunt. Items such as the Lifepowder and Dust of Life are created specifically for this role, as are certain armor skills such as Wide Areanote  and Mushroom Lovernote . Some Hunting Horns are even built for medical roles, boasting health and status recovery tunes as well as enough raw power to be just as effective in combat as the rest of the party.
  • Multi-Melee Master/Multi-Ranged Master: Hunters can at any time equip any weapon they wish, only limited by their armor type. Blademasters can wield any of the melee weapons, while Gunners can choose from any of the Bowguns or Bows.
    • Starting in World, Blademasters and Gunners wear the same gear, so armor type isn't a limiting factor anymore - you really can just pick up any weapon and go hunting. About the only difference is using a melee weapon will grant a physical defense bonus while using a ranged weapon grants an elemental one. It's stated by the Astera blacksmith that because the new continent is a Death World, old regulations that kept Blademasters and Gunners separate were tossed aside for the sake of survival.
  • Scary Impractical Armor: Averted. Some of the armor the hunters can wear look really impractical, but they can still block a tail whip by a 3 ton dinosaur. This is probably because it's made from the skin, bones and scales of another one.
  • The Southpaw: Played with. Every weapon with a shield has the Hunter wield the weapon in their left hand, which is explained by the designers as part of their training to strengthen their guard using their dominant arms; every other weapon is either wielded ambidextrously or with the right hand, depending on the weapon. They also wield their camp knife in their left hand.
  • Standard Status Effects: Hunters who perform combat support roles can specialize in weaponry which may inflict Sleep, Paralysis, Poison, Blastblight, and the hidden attribute Fatigue on monsters.
  • Super-Persistent Predator: Doesn't matter if their prey flies, swims, burrows, or is the size of a building; barring utter failure, Hunters will find a way to kill or capture it.
  • Trap Master / Mad Bomber: Some of the more important tools Hunters can use are a variety of trap items, which include the Shock Trap, the Pitfall Trap, several classes of Barrel Bombs and even drug-laced bait meats with which to lure monsters into an ambush. Several armor skills also exist to improve a hunter's trap-setting and explosives skills.
  • Turns Red: In the same vein as their prey, Hunters have various methods of going berserk, some of which can be stacked.
    • The Longsword, Insect Glaive, and Dual Swords all feature Limit Break modes that give large offensive buffs and encourage highly aggressive play styles less focused on dealing damage to weak points and more concerned with simply hacking the target into bloody shreds.
    • Potential, Gloves Off, Spirit, and Survivor are all various flavors of this. All of these can be stacked, both with each other and with one of the weapons above.
  • Weak, but Skilled: They may not be as big and imposing as the many, many monsters they face, and it takes dozens or even hundreds of hits for hunters to fell a single monster while that same monster can send a hunter back to camp in one or two hits, but their advanced tools and tactics on top of their frankly ridiculous stamina and determination means that hunters regularly come back to town with the carved-off bits of the monsters they killed as their prizes. And then wearing said parts as armor and using them as weapons, just to show monsterkind who's at the top of the food chain.
  • Weapon of Choice: Many hunters have one:

The following are detailed descriptions of each weapon the Hunter is capable of using. Due to each weapon having its own distinctive properties and combat mechanics, they have been separated into their own categories.

Great Sword

One of the most recognizable weapons in the series, the Great Sword possesses incredibly powerful attacks and solid defenses, but both its movement and attack speed are very slow.

https://static.tvtropes.org/pmwiki/pub/images/mh_greatsword.png


  • BFS: While other kinds of this trope exist, the Great Sword is the series' original BFS.
  • Boring, but Practical: The Great Sword isn't very flashy when compared to other weapons, mostly consisting of slow sword swipes and smashes, but few can match the high burst damage it does. Furthermore, its slow, time-based fighting style means that it benefits more from high raw damage, which deals consistent damage no matter what kind of monster is fought, than elemental damage and status effects, which require fast attacks and stacking to be at their most effective.
  • Charge Attack:
    • Hold Type. This is the Great Sword's most distinctive asset, and the single strongest melee attack in the series. The weapon possess two varieties: the original version from the second generation games, and a stronger "smash" version introduced in the third generation, which requires executing a side-slap first. Both attacks can be charged up to three times as long as the button is held, with each successive charge much stronger than the last. However, the level 3 charge can only be used the moment it's available, otherwise the level 2 charge will be used instead.
      • The fifth generation introduces a third level of charge attack called the true charge attack. Unleashing it lets the hunter swing so strongly that they pole-vault into a second swing.
    • One of its Hunter Arts in Generations, called Inner Beast, allows the user to store a charged attack in order to power up their next strike.
    • Another Hunter Art, called Brimstone Slash, takes this to the extreme. It takes even longer to charge than the regular charge slash, but its power is far greater. Thankfully, it does make the hunter Immune to Flinching.
  • Difficult, but Awesome: On top of being one of the slowest weapon types, you'll need all three charges to maximize damage, you'll need to learn to time your attacks so that you attack soon after whatever charge you're using, and you'll need enough knowledge of a monster's habits to find the proper openings to strike. That said, Greatswords have the highest burst damage in the game.
  • Divergent Character Evolution: The Great Sword and Long Sword classes used to be one and the same, until the second generation separated the two, with the Great Sword becoming a Mighty Glacier.
  • Hit-and-Run Tactics: Technically this is a viable playstyle for all weapons, but the Great Sword deserves a mention because it specializes in this kind of tactics. When playing the Great Sword tutorial, the Ace Commander specifically tells the player to use the "Unsheath attack - evasive roll - weapon sheath" combo, invoking this trope.
  • Iaijutsu Practitioner: Great Swords do more damage if attacks are used right as they're unsheathed. As a result, they're the greatest beneficiaries of the Punishing and Critical Draw skills, which respectively grant the ability to stun monsters and increase the chances of landing critical hits with draw attacks.
  • Immune to Flinching:
    • Both its Charge Attack and its infinite combo (roundslash - upswing) give partial immunity to wind effects generated by monsters.
    • To make up for its long windup, Brimstone Slash allows the user to withstand attacks that would normally send them flying.
  • Logical Weakness: Since the weapon itself is used to block attacks, the Great Sword loses sharpness every time it blocks an attack.
  • Mighty Glacier: The Great Sword has some of the strongest moves in the game and the ability to block attacks, but both its swings and its movement speed are as slow as molasses. In addition, it is also hard to evade following its attacks, as they tend to have lengthy recovery times. The draw for guarding with a Great Sword, however, is surprisingly quick.
  • Sword Drag: Ground Slash is a Hunter Art where the user scrapes the Great Sword along the ground and rushes forward before swinging it behind them, creating a powerful shock wave.

Long Sword

Long, thin blades that trade pure strength for speed and agility, the Long Sword's relies on gracefully avoiding hits while chaining together swift strikes in order to prepare their powerful Spirit Combo.

https://static.tvtropes.org/pmwiki/pub/images/mh_longsword.png


  • Battle Aura: Both the Hunter and the weapon become covered in one should the player succeed in filling the Spirit Gauge and/or activating the Super Mode.
  • Blade Spam: When using the Hunter Art Sakura Slash, the user appears to hit the monster once, but attacks so quickly that they actually hit them multiple times.
  • Charge Attack: Collect Type. The weapon stores "Spirit Energy" with each attack used, which can be spent on Spirit Slashes. Completely filling the Spirit Gauge increases the weapon's attack power. This is also the key to using the weapon's Finishing Move and activating its Super Mode (see below).
  • Counter Attack: Critical Juncture (or Mirror Flower Stance, depending on version) is a Hunter Art that allows the user to counter an attack. Note that it only works on attacks that can be blocked without the Guard Up skill.
    • In the fifth generation, this move is called the "Foresight Slash", and can not only negate all damage from a hit but also can be followed up to instantly fill and upgrade the "Spirit Gauge" if it counters an attack.
  • Divergent Character Evolution: The Long Sword used to be part of the Great Sword weapon class, until the second generation separated it into its own category and gave it its own unique moveset.
  • Finishing Move: The weapon has a special "Finisher" attack, which can only be used if you have enough Spirit Energy in your gauge. Successfully striking a monster with it increases your sword's attack power even further, stacking up to three times. Additionally, at the cost of diminishing this built up attack power, a move called the "Spirit Helm Breaker" can be used that deals massive damage greater than even a full "Spirit Gauge" combo.
  • Fragile Speedster: The Long Sword has no inherent defensive options, and relies on the Fade Slash skill to slide in and out of the fray. Powering it up and activating its Super Mode, however, turns the Hunter into a Glass Cannon.
  • Katanas Are Just Better: A good number of Long Swords are katanas. Other Long Swords are naginatas/glaives, scythes, and European-styled long swords.
  • Super Mode:
    • Introduced in the third generation, hitting an enemy with the Finisher slash powers up your sword, indicated by a glowing aura around the blade. This effect can be stacked up to three times, but will eventually run out after a while unless you use the Finisher again.
    • A Hunter Art in Generations, Spirit Release Full Moon Slash, maxes out the Spirit Gauge automatically, allowing for a full offense right off the bat.
  • Unblockable Attack: The Spirit Slash can't be deflected by anything but Apex Monsters.

Sword and Shield

The most basic weapon in the series, what the Sword and Shield lacks in power and range, it makes up for in speed and flexibility.

https://static.tvtropes.org/pmwiki/pub/images/mh_sns.png


  • All Your Powers Combined: The Blade Oil Chaos Hunting Art in XX applies the effects of all four Oils to the weapon at once.
  • Boring, but Practical:
    • Its Hunter Art in Generations, Round Force, is nothing especially flashy or complicated. It's just a wide-hitting, incredibly fast spin-slash with full invincibility, allowing for a reversal in a sticky situation. Though admittedly since it's the closest the series gets to emulating the Spin Slash from The Legend of Zelda it might be seen as Simple, yet Awesome.
    • The weapon itself qualifies especially in World as while it doesn't have the big damage numbers and flashy moves of the other weapons, it can do it all: it can stun, exhaust, mount, cut off tails (though the poor reach makes this difficult at times), and with its ability to use items and the Slinger while drawn, it can pull a hunt back from the brink.
  • Balance Buff: Starting in the fourth generation, it got a series of buffs to turn it from a low-damage "support" weapon to a veritable damage dealer:
    • In 4, it gains a backhop Charged Attack that can serve as a finisher. In addition, while most weapons can only mount going down a ledge, this weapon can mount going up short ledges.
    • Generations introduces Oil items, which grant temporary buffs: Affinity Oil raises Critical Hit chance, Destroyer Oil makes it easier to stagger monsters, Stamina Oil grants stun and exhaust to your sword attacks (thus turning it into an impact weapon when you hit a monster's head), and Mind's Eye Oil prevents your attacks from bouncing off monsters. SnS also has one of the most useful Insta-Moves in Adept Style, as rather than just being a "do more damage" type of deal, it's a jump attack and therefore can mount the monster.
    • Generations Ultimate introduces the Chaos Oil line of Hunter Arts, which grants the buffs of all four Oils at once.
  • Charge Attack: Hold Type; a heavy overhead swing executed from a short backhop. It isn't as strong or flashy as the Great Sword's or Hammer's, but it helps make up for the weapon's relative lack of raw physical damage.
  • Difficult, but Awesome:
    • While often seen as a Skill Gate Weapon (see below), in high-level play the SnS can transfom into this. The fact that Sword and Shield is the only weapon class that allows use of items with the weapon drawn makes it perfect for support and trapping, and its fast attack rate makes it useful for applying status damage. In World, it even allows use of the Slinger with the weapon drawn, allowing the user to use Slinger Ammo anytime they want.
    • Adept Style as a whole is already this trope, but special mention goes to Adept SnS; master it and you basically become an Aerial Style hunter except much harder for monsters to actually hit.
  • Invulnerable Attack: Round Force makes the user invincible during the execution.
  • Jack-of-All-Stats: It doesn't have the fastest swings, the strongest blows, or the best defenses, but very few weapons can do all three as adequately as the Sword and Shield.
  • Jump Physics:
    • The Sword and Shield is the only weapon that can perform aerial attacks while going up a ledgenote , giving it more opportunities for aerial attacks and mounts than most weapons.
    • In Generations, the Adept Style Insta-Move is a jumping slash, which can potentially mount monsters.
  • Luckily, My Shield Will Protect Me: Its shield isn't as effective as some of the other weapons capable of blocking, but it can still be a lifesaver in a pinch. In addition, this is the only weapon that allows Hunters to use items while blocking with the shield, which is very useful for support classes.
  • Shield Bash: One of the Sword and Shield's attacks. It deals impact-type damage and can potentially KO a monster if used enough, but it's not very reliable.
  • Shoryuken: Shoryugeki has the user do this with a shield, and unlike the weapon's Shield Bash, it can KO a monster in one hit. The tier 3 version adds a Meteor Move as well.
  • Skill Gate Character:
    • The Sword and Shield's ease of use makes it perfect for beginners, but it tends to get outclassed by other weapons as players get more experienced. It still has use against really fast monsters and inflicting status effects and elemental damage.
    • However, as of Generations the Sword and Shield gets a whole new category of items to itself that allows the user to buff the weapon. They're usable with any style as well.
  • Standard Status Effects: Many weapons of this class have a status element, and combined with the high rate of attack this makes SnS an excellent class for quickly and repeatedly applying status ailments to monsters.
  • Super Mode: The Chaos Oil Hunter Art gives your weapon the effects of all four Oils at once for a limited time. Additionally, any Oil you apply while the Art is active will be applied much faster, and with the exception of the Mind's Eye Oil, the applied Oil can stack.

Dual Blades

Similar to the Sword and Shield at first glance, the Dual Blades throw away all pretense of defense in exchange for some of the fastest and deadliest strikes in the series. This is further amplified by the ability to enter "Demonization Mode", which adds extra offensive power at the cost of constantly draining stamina.

https://static.tvtropes.org/pmwiki/pub/images/mh_db.png


  • Blade Spam: The weapon's fighting style consists of rapidly hacking at the target in true Dance Battler fashion. To this end, a single button press will usually not result in a single slash, but a whole flurry of blade swings. Demonization Mode and the Wolf's Maw Hunter Art — which makes it so that all your attacks deal two hits per strike — take this to truly ridiculous levels.
  • Charge Attack: Collect Type. The weapon stores Demon Energy in a gauge with each attack. Filling it completely allows Hunters to activate Archdemon Mode while in Demonization Mode.
  • Combo Platter Powers: Several Dual Blade models have interesting element + status or dual element combinations, which include Fire + Ice, Fire + Poison, Water + Ice, or Thunder + Paralysis.note 
  • Counter Attack: Adept style dual blades come with a built in counter on evade.
  • Death of a Thousand Cuts: The Dual Blades deal very little damage with every attack, but it is able to strike repeatedly at incredible speeds.
  • Finishing Move: The Demon Dance, a rapid fire series of Escrima-style slashes which can only be used during its Super Mode.
  • Fragile Speedster: Like with the Long Sword, Dual Blade users have to rely on quick evasion and smart positioning due to not having any other defenses.
  • Immune to Flinching: Once its Super Mode is activated, Hunters gain partial protection against wind effects generated by monsters.
  • Reverse Grip: In World, Demon Mode makes the hunter change from holding their dual blades upright to a reverse grip.
  • Spin Attack: Its Hunter Art Blood Wind, where the user spins like a top on caffeine and can redirect themselves multiple times depending on which version is used.
  • Super Mode: Demonization Mode, which prevents attacks from bouncing, increases damage, and protects the Hunter from being knocked back by wind effects. However, this mode only lasts for as long as the Hunter has any Stamina left. Frontier and the fourth generation games add another Super Mode on top of it called Archdemon Mode, which provides stronger attacks and a more powerful Demon Dance in addition to allowing Hunters to attack while dodging.
  • Videogame Dashing: Once the hunter activates demon mode, the Unnecessary Combat Roll is replaced by a dash that has less start and end lag more easily chained together.

Hammer

Heavy weapons specializing in blunt trauma, Hammers trade away the ability to cut off monster parts in favor of the ability to knock monsters out with repeated hits to the head.

https://static.tvtropes.org/pmwiki/pub/images/mh_hammer.png


  • Can't Catch Up: Had a significant case of this moving from the second generation games onwards. While other weapons gained more versatility and new features, the hammer stayed pretty much the same with the only significant changes being its ability to inflict exhaust damage on hits that don't hit the monster's head... and lowered motion values for several attacks like the golf swing, along with fewer means of cancelling into attacks. Come the advent of the Charge Blade, the Hammer was considered by many to be virtually obsolete thanks to the Exhaust-phial Blades. Fortunately, this trend was generally considered inverted come the release of World, with Hammer finally gaining several new abilities to restore its former glory.
  • Charge Attack: Hold Type, similar to the Great Sword. However, it has only one level of charge; the type of attack that ends up being used simply depends on how long the button is held, or if, at max charge, the Hunter was moving at the time. In Generations under Adept Style, performing an Insta-Evade allows for strong charges that result in more powerful attacks. In Generations Ultimate under Valor Style, going into Valor state allows you to chain three charged attacks of increasing power in a row.
  • Glass Cannon: With major emphasis on "cannon". The Hammer offers no defensive options or extra mobility despite being faster than the Great Sword, but it can pump out an obscene amount of damage in very short periods of time, making it one of the most preferred weapons for Speedruns.
  • Home Run Hitter: Its strongest regular attack is a Golf Swing that deals tremendous damage.
  • I Shall Taunt You: The Hunter Art Provoke causes the user to be more likely to be targeted by monsters. This can be useful if you want to lure the monster into a trap, take some of the heat off your comrades or make sure it's always in prime position for a few taps on the noggin.
  • Immune to Flinching: Charging and swinging the weapon renders Hunters immune to most wind effects generated by monsters.
  • Shockwave Stomp: More accurately, a Shockwave Superpound. The impact is so strong that it can even dislodge burrowed monsters from the soil — including Monoblos and Diablos.
  • Simple, yet Awesome: Its moveset is simple compared to other weapons (its standard combo is literally just "press the same attack button repeatedly"), but that simple set is all that's needed for a weapon with high damage per hit, good movement speed compared to other "hard hitter" weapons, and the capability to stun and wear out monsters.
  • Spin Attack:
    • One of its strongest Charge Attacks is a spinning smash which can be comboed into different Finishing Moves depending on when the player chooses to interrupt the spinning with another attack.
    • Taken Up to Eleven with its Spinning Meteor Hunter Art in Generations. Whatever gets hit by it isn't going to remember what plane of existence they're on.
  • Tap on the Head: The Hammer's greatest asset is its ability to knock out monsters temporarily with repeated swings to the head area.

Hunting Horn

Probably the oddest weapon in the series, the Hunting Horn queues up music notes with each swing and allows to user to play those notes in order to give the user and their party a large amount of effects, ranging from healing to buffing to giving resistances to wind and weather.

https://static.tvtropes.org/pmwiki/pub/images/mh_hunting_horn.png


  • Brown Note: Some Hunting Horns possess a "High Frequency Note" (yellow) which, when played thrice in succession, can emit a burst of supersonic noise equivalent to a Sonic Bomb. This comes in handy against monsters sensitive to sound, like Yian Kut Ku, Daimyo Hermitaur, Cephadrome, Plesioth and the 'Blos wyverns (the latter four when swimming or burrowed).
  • Color-Coded for Your Convenience: The notes a Hunting Horn can play are color coded; the combination of colors determines which types of songs the weapon can play. For instance, a Hunting Horn with a Red note allows for Attack Up buffs, while a Green note means the weapon can be used to heal your allies or increase their defenses.
  • Difficult, but Awesome:
    • One of the least used weapons as a result of being this trope. The Hunting Horn has weird and unorthodox swing patterns and requires constant upkeep of the self-improvement song to be effective, but a good Hunting Horn user can keep themselves and their team alive while dealing huge amounts of damage.
    • Generations adds double notes which let the wielder perform the previous song and the song they're currently playing. However, these double notes can only be obtained by hitting the monster with the user's attacks. This require a more aggressive play style than the passive style the Horn typically encouraged.
  • Combat Medic: While enabling its users to play an effective support role in combat, the Hunting Horn nevertheless has almost the same level of attack and knockout power as the Hammer to make it on par with other weapons.
  • Glass Cannon: Much like the Hammer, it has strong attacks, and it has good mobility after using the Self Improvement song, but it has no way to block attacks.
  • Magic Music: Played with. Hunting Horn users can play different Note Combinations, which provide buffs for the entire party ranging from healing wounds, infinite Stamina use, resistance to monster roars and/or wind effects, increased attack/defense and protection from environmental hazards such as lava and cold weather. This feature alone makes Horn users a very welcome addition in multiplayer hunts.
  • Non-Indicative Name: It's called a 'horn,' but it sounds more like a didgeridoo or bagpipes when it plays.
  • Spin Attack: Its Hunter Art Sonic Smash in Generations, where the user spins the Horn a few times before letting out a Brown Note to render the target dazed.
  • Tap on the Head: Similar to the Hammer, the Hunting Horn is ideal for knocking monsters out cold with a few swings to the head.

Lance

The premier weapon in defense, the Lance comes equipped with one of the strongest shields in the game, allowing it to block many attacks with ease.

https://static.tvtropes.org/pmwiki/pub/images/mh_lance.png


  • Armor-Piercing Attack: A variation: unlike most other melee weapons which either deal Impact (blunt) or Cutting (bladed) damage, the Lance deals "Piercing" damage. While monster weakspots tend to have different damage modifiers for either Impact or Cutting damage, and may be strong or weak against either typenote , the Lance bypasses it by choosing which modifier is weaker than the other and using that to calculate its damage, thus optimizing the power of each strike. It still won't bypass any form of Super Armor, however.
  • Counter Attack:
    • Beginning with the third generation, Lances gain a special guard stance that ends in a powerful counter thrust if the Hunter blocks an attack with it. Doubles as a Hold-Type Charge Attack if left undisturbed for long enough.
    • Generations has a variation of this with the Hunter Art Enraged Guard, which temporarily increases the user's attack power if they block an attack. The stronger the attack, the bigger the boost.
  • Dash Attack:
    • Lance users can couch the weapon under their arms and dash forward pointy end-first. This attack deals tremendous damage with each successive hit and gets stronger the longer you run, but drains Stamina and Sharpness quickly.
    • The Hunter Art Shield Assault has the user charge forward with their shield in front, blocking attacks as they run forward. Players can end it with a powerful Shield Bash.
  • Jousting Lance: Several of the lance weapons are built like jousting lances, though there are exceptions which are more Blade on a Stick.
  • Jump Physics: In the fourth generation, the Lance gains a jump attack that can only be used during its charge.
  • Gradual Grinder: Even in the best-case scenario, the DPS of the Lance is quite poor, typically around the same level as, if not below, the Sword and Shield loadout. What the Lance has though is two very powerful means of avoiding damage in the form of hops and its shield, and — along with the Gunlance — a special damage type that means the Lance can do excellent damage even to areas meant for blunt damage. This allows for extremely aggressive play, with a skilled hunter able to easily circumvent a monster's counterattacks and pile on the damage.
  • Lightning Bruiser: Lance Users who opt to take advantage of its ability to evade three times in a row can choose to build their Set Bonuses around the invincibility frames given by said ability, allowing them to dance around monsters and dodge everything thrown at them while countering with stabs and thrusts.
  • Luckily, My Shield Will Protect Me: The Lance has one of the best shields in the game. In Frontier, Lance-users even gain the ability to shield nearby teammates with it with the ability "Ranged Guard" and can maintain their blocking direction by holding the Evade button while guarding, making it easier to reposition oneself without having to drop the shield.
  • Shield Bash: The Lance's block-advance technique allows a hunter to strike with the shield, dealing impact-type damage. Like Sword and Shield's shield bash, it's not very reliable.
  • Stone Wall: The Lance has a slow walking speed and fairly weak attacks, but its shield and triple-evade provide some of the best defenses in the game and numerous options to approach monsters safely. In Frontier, it even gains a special move called "Heavy Guard" that completely nullfies attacks from every conceivable angle at the cost of increased Stamina depletion.

Gunlance

Similar to lances but with More Dakka, Gunlances trade out the quick jabs and stabs of the lance in favor of wider, sweeping strikes and the ability to fire short-ranged shells.

https://static.tvtropes.org/pmwiki/pub/images/mh_gunlance.png


  • Arbitrary Gun Power: While not a clear-cut example the Gunlance's Shelling, Wyvern Stake and Wyvern Fire damage actually does not scale with the displayed attack value but rather it's Shelling Level. Since Shelling Level is a separate stat from it's attack power this can lead to higher-rarity Gunlances doing less damage than lower Rarity ones due to difference in Shelling Level.
  • Armor-Piercing Attack: Its Shelling and Wyvern Fire attacks count as Blast-type damage, which ignores defenses. This makes the weapon very handy against certain monsters with impenetrable hides, like Fatalis' Super Armor. Apex monsters will still be able to reduce much of the damage, however.
  • Bayonet Ya: Effectively what you're doing when you fight in melee with it.
  • BFG: Despite being a melee weapon, its shelling attacks and Wyvern Fire put it squarely in this category.
  • Boring, but Practical: Gunlances with higher shelling strength can be used in this fashion. Since shelling ignores defense, even comparatively weaker gunlances can produce a steady and consistent stream of damage by just firing shell after shell (especially for the gunlance types that specialize in it). It's not fast by any means at all as shelling damage is quite small for each shell fired, but if time isn't an issue, even monsters like the Kirin which have a near invincible hide when angered can be gradually brought down when other weapons would otherwise get deflected.
  • Bottomless Magazines: While you are required to reload upon emptying the magazine, it is never shown just where the Hunter gets all the spare shells. This gets even more ridiculous in World as reloading the Wyvern Stake apparently means the Gunlance has an infinite amount of arm-length exploding stakes...inside itself.
  • Charge Attack: Hold Type. Interestingly, this doesn't apply to its melee attacks but its Shelling blasts: holding the Shelling and Guard buttons at the same time results in a much stronger blast than usual.
  • Damn You, Muscle Memory!: Perhaps the worst affected by this thanks to the changes in World. Guard+Shot is the input for quick reload (which now refreshes the whole magazine) instead of charging shots. Tapping Shot repeatedly just fires a second time, then uses the Wyrmstake - a very long animation you don't want to accidentally stuck when trying to slip in a quick cheapshot, and the only way to avoid it is to charge your shots or interrupt them with another move. Lastly, normal attacks are now a three-stab chain, when Lance Slam only available out of rising swing, which can lead to feeble shots when trying to land a Full Burst.
  • Fire-Breathing Weapon: A lance-cannon that can shoot explosive gouts of burning gunpowder from its barrel.
  • Hot Blade:
    • In Frontier, the Storm and Heaven hunting styles replace the Wyvern Fire with a "Heat Blade" that allows for much stronger melee and elemental attacks, but at the cost of increased loss of Sharpness.
    • In Generations, using any of the Gunlance's shelling attacks increases its heat gauge, which increases the power of its physical attacks the higher it gets. However, if it's overfilled, the gauge will be locked at its lowest point for a while. The Hunting Art "Dragon's Breath" also causes the heat blade effect by filling the Heat Gauge to maximum.
  • Immune to Flinching: Unlike the Lance, the Gunlance has several movesnote  that ignore knockback from weak hits and wind pressure, allowing the Hunter to continue attacking. In Frontier, the Gunlance even has Guard Point frames during Wyvern Fire, but only at the front.
  • Invulnerable Attack: While not readily apparent, the Wyvern Fire has a few frames of invulnerability during the starting animation. Frontier even takes this Up to Eleven by making the Hunter completely invulnerable to damage during the Wyvern Fire's detonation if timed correctly.
  • Kill It with Fire: Its shelling attacks and Wyvern Fire deal miniscule amounts of Fire-based damage, which is still enough to cause the associated effects on monsters vulnerable to fire.
  • Logical Weakness: Since the Gunlance is essentially an oversized cannon with an equally-sized bayonet, the stress and heat from the muzzle blasts can cause the blade's Sharpness levels to deteriorate much faster than if the weapon were used solely for melee.
  • Mighty Glacier: Much like its predecessor, the Gunlance is slow and cumbersome, but it has a bit more oomph overall. Unlike the Lance, however, it lacks the ability to evade three times in a row, so good skills with guarding are a must.
    • With World running on the idea that the Hunters of the New World are of a higher caliber, gunlancers have more on-foot mobility than ever before, including more evade steps and even more offensive options. However, the trade is that despite having shields on par with lancers - the gunlancer has no access to any of their higher end guarding abilities and countering skills; the gunlancer can only perform the basic guard stance.
  • Recoil Boost: The Hunting Art "Blast Dash" introduced in Generations allows a Gunlancer to propel themselves a good distance forward with a shell blast, which increases with higher Hunting Art levels. Frontier also gives the Gunlance a double evade by default, with the second one being a much weaker, non-damaging version of the Blast Dash.
  • Short-Range Shotgun: Its Shelling attacks count as this. Made even more obvious in the third generation, where the Gunlance gains a one-handed flipcock reload reminiscent of Arnie's method in Terminator 2: Judgment Day.
  • Sphere of Destruction: The Dragon Blast Hunting Art in Generations is an amped-up Wyvern Fire that acts as a multi-hitting flamethrower and looks like a miniature sun just erupted from the weapon's muzzle.
  • Stuff Blowing Up:
    • The Wyvern Fire, a short range blast of gunpowder that ignores monster defenses. It's so strong that using it incurs a cooldown, signified by your Gunlance opening its gas vents to remove excess heat. During the third generation, the Gunlance also gained a move called the Full Burst wherein every unspent shell in the chamber is simultaneously fired, creating a small explosion. Generations gives it an even stronger version of the Wyvern Fire as a Hunting Art, and Double Cross adds yet another art called the Anti-Air Flare that unloads a full-clip shell burst from an upstab, followed immediately by a Wyvern Fire if it's off cooldown. Frontier on the other hand gives the weapon its own version of the Full Burst that can be performed during a horizontal slash, as well as a Super Wyvern Fire that requires all unspent shells to be chambered while charging up a regular Wyvern Fire. Let's just say it's not safe to be anywhere near a trigger-happy Gunlance user...
    • The fifth generation introduces the wyvern-stake. To get to it, the gunlance user has to perform a wide-sweep which usually comes after a full burst (in which the gunlance user blows all their ammo at once), before they stab a giant, hot, metal rod into the monster. That explodes.
  • Unorthodox Reload: Its regular reload animation involves jamming the Gunlance's release lever on the ground, opening the weapon's breech and ejecting the spent shells from the magazine, but it also has a single-shot reload animation involving swinging the Gunlance over the Hunter's head, flipping the breech open, and slamming it shut in one swoop. The fourth generation allows the hunter to do this in midair, then slam it on the ground as an attack. World takes it even further as it allows you to reload the whole clip using that method, while the regular 'standing' reload is now the only thing that reload the Wyvern Stake.

Switch Axe

A powerful offence-focused weapon that switches between heavy axe swings and fast sword swings at a moment's notice. The Switch Axe has a phial meter that charges up over time and powers up attacks in sword mode with additional effects, but when the meter runs out it disables sword mode until it refills.

https://static.tvtropes.org/pmwiki/pub/images/mh_switch_axe.png


  • An Axe to Grind: Its Axe mode, naturally.
  • Chainsaw Good: Played with. Its strongest attack in Sword Mode is a Phial Discharge that looks like the Hunter is chainsawing the weapon into the monster while sparks of energy fly around it.
  • Charge Attack: Collect Type. While the weapon is sheathed or in Axe Mode, its Phial will recharge naturally. Using Sword Mode will gradually deplete the Phial with each swing.
  • Explosive Overclocking:
    • Again, played with regarding Sword Mode's Phial Discharge attack: using the move's finisher will deplete your weapon's Phial energy by creating an explosion, which automatically reverts the weapon back into Axe Mode. Only by manually reloading your Phial or allowing it to naturally recharge can Sword Mode be used again.
    • The Hunter Art Demon Riot makes sword mode's attacks more powerful, but the gauge is depleted over time whether you attack or not, and you can't reload it manually until the gauge is completely empty. On the bright side, nothing you do in sword mode will decrease the gauge faster, and the Energy Charge Hunter Art can still recharge it.
  • Glass Cannon: Similarly to the Hammer, it gives no extra mobility or defensive tools, just damage and lots of it. In addition, Switch Axes tend to have very poor Sharpness gauges, and will require frequent application of whetstones to keep them in top shape.
  • Stance System: Axe Mode has faster movement, better reach, and unlimited usage while Sword Mode has faster attacks, a phial that enhances its attacks, and can't be deflected.
  • Status Buff: While the first tier of Energy Charge just refills the switch gauge, the higher tier versions also temporarily increase the user's affinity.
  • Swiss Army Weapon: The first type to be introduced in the series, being able to morph between Axe and Sword modes, each with its own moveset and perks.
  • Unblockable Attack: Sword Mode's attacks can't be deflected by anything but Apex monsters.

Charge Blade

A different take on the Switch Axe's concept. A versatile weapon that can switch between a defensive Sword and Shield and a large two-handed axe, the Charge Blade stores kinetic energy and loads it into its Phials by attacking in Sword Mode. These phials are then either used in Axe Mode to strengthen its attacks with sticky charges that detonate on the monster, or have their stored energy dumped into the shield to strengthen its defenses.

https://static.tvtropes.org/pmwiki/pub/images/mh_charge_blade.png


  • An Axe to Grind: Its Axe mode, naturally.
  • Charge Attack: Collect Type. Attacks made in Sword Mode will charge up energy in the blade, which must then be loaded into the shield's Phials. These Phials can then be used in Axe Mode to provide extra damage or dumped straight into the shield to power up its defensive capabilities. Sword Mode, on the other hand, has a Hold Type attack which—interestingly enough—is the fastest way to charge Phial energy.
  • Counter Attack:
    • After blocking an attack, players can cancel into an Axe Morph attack, an Amped Element Discharge, or a Super Amped Element Discharge. This is made easier if the weapon is in Element Up Mode due to the stronger shield, and even easier if you use the weapon's Guard Point ability during said mode.
    • Guard Point itself is a counter move in Element Up mode, since it causes free Phial explosions when a monster attack is successfully blocked. However, this can only be executed during specific moves, namely the beginning of a Morph to Axe after a Sword attack, a Forward Morph to Axe in idle stance, and at the end of a Sword Roundslash.
  • Damn You, Muscle Memory!: For most weapons with shields, the Alternate Draw input (R+X+A in previous generations, RT in World) draws into a blocking stance. For Charge Blade, it draws into an axe swing, the exact opposite of a defensive manoeuvre.
  • Difficult, but Awesome: One of the most demanding weapons in the series due to its complex control system, which requires players to master all the moves and quirks of both Axe and Sword/Shield modes in order to be any effective in combat. Specifically, the Super Amped Element Discharge cancel (which allows a hunter in Element Up mode to do an Amped Element Discharge without losing all of their phials and Element Up mode in the process) has a bit of a quirk related to hunter orientation: the input is backwards + X, but "backwards" in this case means backwards relative to the hunter in the default control scheme. The reason this is a quirk is that this is precisely the opposite of how the orientation of directional input normally works: left on the analog pad is left on screen, not the hunter's left.
    • The Charge Blade is often considered the best all-round weapon in World, with good offence, defence and mobility and no real defining weakness, but it rarely gets accusations of being imbalanced because it is understood that even a Charge Blade user who has sunk hours and hours into learning to use it will still make many mistakes from mechanical execution alone.
  • Finishing Move: The Amped Element Discharge, a powerful explosion-generating swing only usable in Axe mode. If the weapon's Super Mode is enabled, this turns into the Super Amped Element Discharge, which depletes all of the weapon's stored energy to create a massive explosion in front of the user, bringing the weapon's power levels back to normal.
  • Heroic R.R.O.D.: Attacking constantly while in Sword Mode will eventually cause your Phials to glow red. Do this for too long and a "CHARGE" message will appear. Once this happens, all of your Sword attacks will bounce off of monsters even at max Sharpness. Loading your Phials removes this effect.
  • Laser Blade: One of the weapon's Hunter Arts in Generations is the Energy Blade, which generates a massive energy sword from the weapon for one devastating swing.
  • Logical Weakness: Since the shield becomes the axehead in Axe Mode, blocking attacks will lower the weapon's sharpness.
  • Luckily, My Shield Will Protect Me: Normally the weapon has the same blocking power as a Great Sword, but in Element Up mode or when using a Guard Point, the Sword form's shield becomes just as strong as a Lance's. If using a Guard Point WHILE in Element Up mode, it's as strong as a Lance with Guard +1!
  • Master of None: In its original appearance, the never-localized Monster Hunter 4, the Charge Blade lacked the Element Up (shield charge) mechanic. The result was a weapon with a broad toolkit but no real oomph or defining features to reward its complexity. The addition of Element Up and the Amped Elemental Discharge in 4 Ultimate buffed this out nicely, see Difficult, but Awesome.
  • Mighty Glacier: Axe mode has mobility and damage potential roughly on par with a Great Sword. Even sword mode is considerably more sluggish than a Sword and Shield, while still having access to a charged slash and hard-hitting combos.
  • Nerf: Generations removed the shock wave from the Super Amped Element Discharge, the Amped Element Discharge can no longer be done in sword mode, and activating Element Up mode from sword mode results in a weaker yellow version, requiring players to be in axe mode to get the stronger red one.
    • The nerf was undone in World, leading to the shield thrust to again be the fastest way to get back into element up.
  • Shockwave Stomp: More like Shockwave Weapon Slam: for Charge Blades with Impact Phials, using the Super Amped Element Discharge with loaded phials generates a powerful concussive wave that travels a short distance forward on the ground. If the weapon has Elemental Phials, the shockwaves become Delayed Explosions instead. However, this feature was removed in Generations, necessitating more precision when using the Super AED as a missed attack will simply waste all your phials without doing anything else.
  • Stance System: Sword Mode functions like a slower but harder hitting variation of the Sword and Shield, while Axe Mode plays like a combination of the Switch Axe's wide swings and the Great Sword's movement and attack speed.
  • Stuff Blowing Up: In Axe Mode, hitting monsters will attach explosive sticky charges onto their affected parts at the cost of one Phial. Additionally, activating Element Up mode grants similar bonuses to Sword Mode: it causes Shield Thrusts and successful Guard Points to emit explosive bursts on contact, and slashing with the sword immediately after reloading the Phials produces a similar effect.
  • Super Mode: Element Up Mode, which is accessed by loading up the weapon's Phials, performing an Amped Element Discharge with the Axe, and then canceling it immediately by morphing the weapon back into Sword Mode. This dumps your Phial energy into the shield, causing its defenses to skyrocket, its Axe Mode to gain increased damage and allowing access to improved versions of two moves: the Guard Point (which will apply free mini phial bursts much like the Axe's A-button attacks) and the Super Amped Element Discharge (which, while having a longer windup, does more than double the damage of a normal AED).
  • Swiss Army Weapon: The second type to be introduced in the series, being able to morph between Axe and Sword/Shield modes. However, unlike the Switch Axe whose forms can be used independently, Charge Blade requires synchronization between both of its modes to be truly effective.
  • Unblockable Attack: A new addition in World, a charged shield can be used to charge the sword, giving it phial damage as well as Mind's Eye.

Insect Glaive

A polearm designed for nimble offense, the Insect Glaive contains a special pheromone that allows Hunters to command tame Neopterons called Kinsects into battle by sending them to attack monsters and extract their fluids, processing them into a nectar which the Hunter can then use to boost his/her own physical capabilities. In addition, it also contains a pneumatic gun that can launch pheromone bullets to get the Kinsect to target certain areas of a monster, or launch the Hunter hirself into the air.

https://static.tvtropes.org/pmwiki/pub/images/mh_insect_glaive.png


  • Attack Drone: The Hunter Art Swarm summons a swarm of insects around the user that damage anything they touch. Unfortunately, they also attack teammates.
  • BFG/Bayonet Ya: One of the models you get in Generations is actually a huge rifle.
  • Blade on a Stick: The Glaive itself. Sometimes comes in the form of a Double Weapon for certain models.
  • Charge Attack: Hold Type. The Kinsect can be charged up before it's released, increasing its attack power. Certain Kinsects will charge up much faster, making this a more viable attack option.
  • Dump Stat:
    • Stamina is considered the Kinsect's least useful main stat because it's more efficient to just recall the Kinsect and try again instead of launching the Kinsect repeatedly. It becomes even more useless if one is using Adept style, because Adept causes the Kinsect's stamina gauge to empty instantly every time it's launched. The only reason to even increase stamina is if one is trying to get a specific Kinsect form, which requires a certain amount of stamina.
    • Elemental damage is ignored because each monster has different elemental resistances that make elemental damage situational, compared to power, which deals consistent damage no matter what kind of monster is fought. This is averted in Generations, where elemental damage is upgraded separately from the Kinsect's other stats, allowing one to increase elemental damage without compromising the other stats.
  • Everybody Was Kung-Fu Fighting: Its fighting style is very reminiscent of Wushu polearm forms.
  • Familiar: The Kinsect that comes with the weapon acts like one, stealing monster essences and processing them for the Hunter to use as a powerup.
  • Fastball Special: The Hunter Art Extract Hunter has the Kinsect latch onto the Insect Glaive, followed by the hunter swinging it forward to launch the Kinsect with incredible force. If the Kinsect hits a large monster, it will obtain all three extracts.
  • Fragile Speedster: Insect Glaive users have fast attacks and great mobility, but have no way of blocking hits. However, they can use Extracts to boost their defenses, which temporarily mitigates this issue.
  • Implacable Man: Its Super Mode causes the Hunter to become a mild version of this, giving them immunity to weaker wind effects, monster roars and attack knockbacks in addition to bolstering their attack power and defenses, thus effectively turning them into Lightning Bruisers for the duration of the powerup.
  • Jump Physics: The Glaive can be used as a pole vault, allowing Hunters to leap into the air to avoid attacks or dish out a few of their own.
  • Life Drain: Collecting green extracts from monsters restores some health.
  • One Stat to Rule Them All:
    • Speed is widely considered the Kinsect's most important stat, because higher speed makes it easier for the Kinsect to perform its main job of collecting extracts.
    • If one uses Adept style, power becomes more important because launching the Kinsect after an Insta-Evade results in the Kinsect performing a loop that's unaffected by its speed. Additionally, collecting extracts the normal way is much slower in Adept style, due to the player losing the ability to manually recall the Kinsect, forcing players to wait for the Kinsect to come back on its own.
  • Power Parasite: Played with. The Kinsect is used mainly to steal extracts from monsters by attacking them. Calling the insect back to yourself will "load" these extracts into your system, causing you to gain new benefits depending on the color of the extract (Red = attack boost, Orange = defense boost, White = speed boost and Green = health recovery).
  • Super Mode: Gaining all three types of powerup extracts (White, Orange and Red) causes the Hunter to gain powerful Attack and Defense boosts, in addition to having wind resistance, earplugs and immunity to flinching from weak attacks.
  • Took a Level in Badass: The Kinsects in World. Marking a monster now makes the Kinsect hound it until they run out of stamina (or get recalled), doing damage and also leaving behind effect clouds the Hunter can strike for Kinsect-dependent secondary effects, like bursts of elemental or status damage, or healing the Hunter.

Battle Tonfas

An incredibly strong weapon exclusive only to Frontier, the Battle Tonfas are equipped with pneumatic devices that allow them to propel the Hunter into the air and attack from above. In addition, they can be switched between "Normal" (Impact) and "Short" (Piercing) modes, altering its fighting style and damage type.

https://static.tvtropes.org/pmwiki/pub/images/mh_tonfa.png


  • All Your Powers Combined: Regarding its moveset, the weapon is basically a combination of the Dual Blades, Gunlance, Longsword, Charge Blade, Hammer, Lance and Insect Glaive.
  • Bragging Rights Reward: The only way to gain access to the weapon is by raising both your Hunter and Skill Ranks to 999, which is the maximum level. By this time, most players will have finished much of the endgame content.
  • Charge Attack: Collect Type; the weapon possesses a gauge similar to the Longsword, which can be refilled by attacking constantly. Leveling up your Skill Rank will add more power levels to the gauge at certain intervals, up to a maximum of 5.
  • Finishing Move: Hitting monsters in a certain body part long enough will weaken said part and allow Tonfa users to use a special move similar to the Charge Blade's explosive Phials, but with varying effects:
    • Using the Finisher on the head deals explosive and Stun damage, which can quickly knock monsters out cold.
    • Using the Finisher on the body deals explosive damage and restores weapon Sharpness to all Hunters in the vicinity.
    • Using the Finisher on the tail will immediately cut or break it.
  • Jump Physics: The weapon is capable of double-, triple- or even quadruple-jumping when in Short (Piercing) Mode.
  • Lightning Bruiser: The Tonfas provide hunters with excellent mobility, powerful attacks, and decent defenses.
  • Luckily, My Shield Will Protect Me: The Tonfas can be held up to block attacks.
  • Pile Bunker: Effectively how the Tonfas work, especially in the "Short" mode.
  • Some Dexterity Required: The weapon's stance system, wide array of combos, special moves and multi-jumps require players to familiarize themselves with the controls in order to prevent from wildly flailing about.
  • Stance System: "Normal" mode deals Impact damage and can be used to knock monsters out quickly, while "Short" mode deals Piercing Damage similar to the Lance and allows the user to perform multiple leaps by jump kicking enemies.
  • Super Mode: The Battle Tonfas can enter a super mode by attacking constantly with the weapon, which increases the damage dealt and can be stacked up to five times.

Magnet Spike

A new weapon type introduced in Frontier ZZ and currently only exclusive to it. It is a heavy type weapon capable of switching between a slash and impact mode. This weapon comes with a unique ability to fire magnetic phials that can be used to both attract and repel the hunter to wherever the phial was fired upon.

https://static.tvtropes.org/pmwiki/pub/images/frontiergen_magnet_spike_equipment_render_005.png


  • All Your Powers Combined: It has an almost similar move set of the great sword, hammer, and insect glaive.
  • Charge Attack: Both modes can do a Hold type charge attack, similar to both great sword and hammer
  • Lost Superweapon: The weapon is built based of the ancient civilizations design, recovered from a tower structure called the sky corridor.
  • Luckily, My Shield Will Protect Me: Can guard attacks in slashing mode
  • Magnetism Manipulation: This is the weapons unique ability, by firing a phial to any of the targets body part. It allows the hunter to pull them forward the monster quickly, or propel them away for a quick escape. Lastly it can perform a restrain attack on a monster and unleash a Finishing Move
  • Mighty Glacier: Both modes have slow attacks, and you can only walk in impact mode. However its capable of dashing like a lance while the weapon is unsheathed, and some of its attacks can cover great distances.
  • Shockwave Stomp: Weaker than the other weapons, but can be performed a lot quicker in comparison.
  • Sword Beam: Ironically only in impact mode
  • Stance System: Slashing mode and impact mode.
  • Suplex Finisher: In impact mode, one of its move set involves suplexing the entire weapon for a heavy downward strike.
  • Swiss Army Weapon: The third type introduced in the game. Though its more similar to the switchaxe in combat.
  • Tap on the Head: Like the hammer and charge blade. Repeated attacks to a monsters head in impact mode will knock down a monster.

Bowgun (Light and Heavy)

The premier ranged weapon in the Monster Hunter universe, Bowguns are a hybrid of crossbows and percussion-based firearms that are capable of utilizing various types of ammunition depending on the model of the weapon.

https://static.tvtropes.org/pmwiki/pub/images/mh_light_bowgun.png

https://static.tvtropes.org/pmwiki/pub/images/mh_heavy_bowgun.png


  • Abnormal Ammo: Bowgun shots require some ridiculous ingredients to make, which include fish, mushrooms, herbs, monster fangs, and plant berries. It doesn't diminish their efficacy in the slightest though.
  • Armor-Piercing Attack: Pierce Shot ammunition is designed to travel through a target while continuously damaging the monster.
  • Automatic Crossbows: They sure try to look like crossbows, what with the bowstring and all. The line between crossbow and gun gets blurred once you notice the muzzle flashes though; for example the Najarala and Rathian line of Heavy Bowguns in 4U look like LMGs while the Seltas and Rathalos LBG with extended barrels look like miniguns. Generally speaking, most of the higher end bowguns of either type look far more "gun" and less "bow" with the only real hint of the latter being the placement of a bowstring somewhere in the design.
  • BFG: Light Bowguns tend to be at the upper limit of realistic gun sizes, meaning Heavy Bowguns are very large indeed. Some models (like Lao Shan and Gravios guns) are bigger than others.
    • In 4U the Dah'ren Mohran Heavy Bowgun takes this Up to Eleven. Normally, it's a decently-large Heavy Bowgun, one of the largest of its class. Put the Power Barrel on it, and it becomes longer than a male hunter is tall.
  • Bottomless Magazines: Averted in that the weapon requires players to manually reload it once the chamber is empty, but played straight with the Normal S Lvl1 ammunition type, which never runs out while being the weakest shot type in the game. Earlier Monster Hunter games also had the "Auto-Reload" skill which allowed for continuous fire of all ammunition types, playing this trope completely straight.
  • Fragile Speedster: The Light Bowgun has much higher mobility than the Heavy Bowgun, with a faster unsheathed movement speed and post-shot side and backsteps. However, they're much weaker than Heavy Bowgun wielders, and have as much defense (in other words, very little). Light Bowgunners are expected to take full advantage of their extra mobility to effectively hunt.
  • Glass Cannon: Both types of Bowguns require the user to equip Gunner armor, which is a lot less protective than Blademaster armor. A Heavy Bowgun with a Power Barrel can pump out an insane amount of damage (even moreso when its limiter gets removed) but without a shield the Gunner is wholly dependent on evasion and good positioning to avoid getting killed. Also, thanks to how elemental damage works, many Light Bowguns that focus on these ammunition types can do the same amount of damage-per-second a good Heavy Bowgun does. They're less squishy in World, due to Blademasters and Gunners now wearing the same armor, but melee weapons grant a defense bonus against physical damage while ranged weapons grant a bonus against elemental damage.
  • Grenade Launcher: Certain Light Bowgun models that can load Crag and Clust rounds are this, with matching recoil strength to boot. One such Light Bowgunnote  is even called this.
  • Gun Accessories: Bowguns can be customized with various upgrades. Light Bowguns can accept silencers while Heavy Bowguns allow for the use of a shield. You can also opt for Long Barrels and Power Barrels instead that increase the damage of your weapons. Later games then added the option to use scopes with variable levels of zoom.
  • Healing Shiv: Well, Healing Shot in this case. Yes, bowguns can shoot rounds that heal the target. Amusingly, some would assume this would be one of the most used ammunition types. In fact, the opposite is true, as if you miss your allies, you hit the monster and heal it instead.
  • Hollywood Silencer: Played with: the Light Bowgun has an optional Silencer attachment that reduces recoil and lowers aggro.
  • Mighty Glacier: The Heavy Bowgun, especially with a Shield attached. Without it, it becomes a Glass Cannon.
  • Mix-and-Match Weapon: As mentioned under Automatic Crossbows, the Bowguns tend to blur the line between crossbow and gun.
  • More Dakka: The Light Bowgun's Rapid Fire and the Heavy Bowgun's Crouching Fire / Siege Mode are this, enabling more bullets to be fired with less effort at the cost of mobility. The Generations Light Bowgun Hunter Art "Rapid Fire Rain" takes this Up to Eleven by utilizing a form of Recursive Ammo, and Frontier has a slightly similar technique called "Rapid Fire Beam" which allows the hunter to keep firing shots after the initial rapid fire volley until all their remaining ammunition is expended. World introduces the "Wyvernheart" special ammo for Heavy Bowguns, which temporarily turns it into an outright gatling gun.
  • Pistol-Whipping: You can actually do a buttstroke with Bowguns for melee attacks. Weak melee attacks, that is; they're so pathetic that their only use is the ability to cherry tap your enemies to death. However, in 4U a diving melee attack can be used to mount monsters.
  • Power Limiter: In later generations, there exists an option to remove the Limiter on a Bowgun with a Rarity rating of 6 or higher. Doing so will give Light Bowguns the ability to switch between different ammunition types without having to reload constantly, but at the cost of losing Rapid Fire. By comparison, Heavy Bowguns gain more damage per shot and the ability to use Wyvern Fire rounds, but at the cost of losing Siege Mode. Said Limiter can also be reattached if the player so wishes.
  • Retractable Weapon: Heavy Bowguns are carried in a collapsed state and have to be reassembled before they can be used.
  • Rocket Jump: The Light Bowgun Hunter Art Bullet Geyser fires an explosive shell in front of the hunter, which serves to damage monsters and propel the hunter out of harm's way.
  • Sniper Rifle: They're effectively this, but on differing ends of the scale. Light Bowguns behave more like a DMR or a Battle Rifle, being a much more nimble weapon. Heavy Bowguns on the other hand, is more like an anti-tank or anti-materiel rifle.
  • Sphere of Destruction: The Heavy Bowgun Hunter Art "Super Nova" fires a timed explosive shell that bursts outward into a huge burning sphere.
  • Spread Shot: Pellet Shots spread out over a wide radius, at the cost of range (turning Bowguns into some kind of Short-Range Shotgun). Using them when hunting with others is... generally not a good idea.
  • Wave Motion Gun: Frontier Heavy Bowguns have the "Heat Beam", which is charged up by constantly firing shots and deals about 30 to 120 hits' worth of fixed damage depending on how long the Heat Beam gauge is.

Bow

Introduced in the second generation, the Bow is different from the Bowgun classes in that it possesses infinite ammunition as well as the ability to use charged shots and a limited number of melee attacks. However, due to its unique mechanics, it requires a different set of Armor Skills than Bowguns do. In the fifth generation, bow mechanics were simplified.

https://static.tvtropes.org/pmwiki/pub/images/mh_bow.png


  • Annoying Arrows: Given that the main quarry of the game happens to include armor-plated dragons and the like, this is to be expected. However, the Bow's attack power can suffer drastically if the weapon is improperly used, leading to long and tedious battles wherein your arrows only do Scratch Damage at best.
  • Armor-Piercing Attack: Up till the 4th generation, Pierce-type Bows specialize in this type of charged attack, utilizing shots that punch through a monster's body and repeatedly deal damage throughout several body parts.
  • BFG: The 4th Generation has bows that have a Power Shot in place of the Arc Shot that fires a much stronger arrow. It can also be chain fired immediately after a normal or charged arrow shot.
    • In the 5th generation, powershot has been downgraded. It remains a staple of the bow, however it was turned into a spread shot doing little more damage than the initial shot. The Dragon Piercer has taken its place.
  • Bottomless Magazines: While Hunters can run out of arrow coatings, they cannot run out of arrows.
  • Charge Attack: Hold type. Holding the Shot button will charge up the bow and cause it to unleash an attack specific to a particular charge level; e.g. a bow with Rapid Lvl 2 and Pierce Lvl 3 will shoot a series of arrows if the Shot button is released on the second charge, while it will fire an armor-piercing arrow at the third charge.
  • Death from Above: The Arrow Rain and Arrow Bomb attacks.
  • Glass Cannon: Like with Bowguns, Bow users have to use Gunner armor which is not as damage-absorbing as Blademaster armor. They're less squishy in World, due to Blademasters and Gunners now wearing the same armor, but melee weapons grant a defense bonus against physical damage while ranged weapons grant a bonus against elemental damage.
  • Improbable Use of a Weapon: Using the melee attacks will cause hunters to pull out an arrow and stab monsters with it. Justified in that the arrows are as big as javelins.
  • Magikarp Power: Applies to each and every shot. The highest motion value of any arrow loosed from the bow is 20, for an endgame shot type (for comparison, that's about the MV of a quick poke from most melee weapons). But if that shot is released as a level 3 charge? Damage multiplied by 1.5. Critical distance? 1.5 multiplier. Power coating? 1.35. These stack multiplicatively for more or less triple the base damage. This is why there's such a gulf between bow hunters who understand all this and those who don't.
  • More Dakka: Up till the 4th generation, Rapid-type Bows unleashed a stream of arrows with a charged attack.
    • In World, the bow's normal charged shot is a cluster of arrows that hit the target in a small area.
  • Multishot: Until the 4th generation, Spread Type bows fire arrows in a wide arc when their charged attack is used.
    • The 5th generation moves the multishot to the powershot function of the bow.
  • Rain of Arrows: The Arrow Rain attack, which can also knock out targets. However, if the monster is partially outside of the area of impact or is too small, not all of the arrows may hit.
  • Razor Floss: The Hunter Art Blade Wire temporarily replaces all your regular shots with a pair of arrows connected by wire that inflict cutting damage.
  • Skill Gate Characters: A subverted example. The Bow is often seen as the most "Blademaster friendly" ranged weapon thanks to its easy to learn control scheme (comparable to the Hammer, one of the simpler melee weapons) and its lack of micromanagement (e.g. no need to juggle multiple ammunition types). However, this ease of use is deceptive. The bow deals damage via stacking multiplicative modifiers on top of low motion values. This is not adequately explained in-game. Played incorrectly, and the hunter can end up timing out of a quest. Played correctly, and the bow can hold best in class speed run times.
  • Spread Shot: Spread-type arrows. The number of arrows released depends on the level of the Spread attack.
  • Status Buff: The Hunter Art Haste Rain temporarily increases movement and charge speed.
  • The Straight and Arrow Path: Bowguns, even though they try to look like Automatic Crossbows, are guns for all intents and purposes (muzzle flash included), same with the Gunlance, so one would think they'd be the superior weapon types. Turns out regular bows are just as viable and therefore a popular Weapon of Choice for both aspiring Gunners and veteran Hunters.
  • Stuff Blowing Up: The Arrow Bomb attack causes a huge explosion on impact, which can knock out monsters.
  • Trick Arrow: A variation: while bows have an infinite supply of arrows, Hunters can carry different types of arrow coatings for use with them, which include Close Range Coating (strengthens melee attacks and makes point-blank shots more powerful), Power Coating (increased overall damage), Poison Coating, Para Coating and Sleep Coating.
  • Videogame Dashing: Monster Hunter: World introduced a dash mechanic to the bow that functions both as a dodge and another way to build charge.

    Riders 
Riders are the main characters of the Monster Hunter spin off series Monster Hunter Stories. They're an extremely rare order of warriors who tame and fight along side monsters rather than hunt them. They fight much like a normal hunter, using much of the same gear, but lack much of the individual skill of Hunters since their monsters are inevitably the heavy lifters of their team.
  • Arch-Enemy: Fatalis. Riders are one of the only things that can combat the Black Blight the monster produces.
  • Ape Shall Never Kill Ape: Riders are no strangers to engaging in competitive, if friendly, matches with each other, but the rules dictate that the Hunters are forbidden to attack each other directly. Some Greatsword techniques still manage it through Loophole Abuse, though.
  • Applied Phlebotinum: Kinship Stones which are made from a rare ore and allow Riders to connect with (though not necessarily command) monsters. It also can cleanse the Black Blight which drives all life to madness.
  • The Beastmaster: Riders forge bonds with extremely dangerous and powerful monsters, bringing these beasts into battle alongside them. These creatures can include truly terrible monsters like Deviljho and even elder dragons.
  • Elite Mooks: Rider monsters are noticeably stronger than their wild kin. Not only do they have access to powerful super attacks that wild monsters don't they can also have attacks that make no sense for their species such as a Rathian breathing a blast of lightning at you.
  • Elites Are More Glamorous: At their core Riders are just hunters with a monster as a partner, however this makes them magnitudes more dangerous then a full Hunter team and they can crush even elder dragons in short order if they and their partner are powerful enough.
  • First Of Its Kind: Redan was a hunter that became the first rider.
  • Friend to All Living Things: Most Riders are this. However, they understand that monsters are dangerous and don't hesitate to kill wild ones if it becomes necessary.
  • Genius Bruiser: A necessity for being a good Rider. Not only does a Rider need to be able to reliably predict what enemy monsters are going to do, they need to account for their own monsters too.
  • Glass Cannon: Riders don't dodge very much. Instead they counter attacks, directly clashing with their opponent head on even if it's a 50 meter dragon. This combat style renders them overall less mobile, and they'll come out of every exchange suffering at least some damage. In spite of this, provided they win their exchanges, the enemy monsters will suffer far more and can be toppled over, rendering them even more vulnerable. As such, they can have much more difficulty against large groups of weaker monsters (like the raptors) or monsters that can hit fast enough to overwhelm them (like Kirin), but on the flip side can easily stop the likes of many Elder Dragons cold.
  • Hidden Elf Village: More or less where Riders come from and why most people don't know about them.
  • Irony: Riders have generally been mentioned in the descriptions of lances, whose designs are often hinted to have been adopted by Hunters. Amusingly, Riders in Stories can't wield the weapon type they are most famous for. Possibly justified as the Riders in that game are young and might not be able to wield such a huge weapon one handed.
  • LEGO Genetics: What the rite of channeling allows Riders to do to their monsters. This can produce some startling results such as giving a Gravios access to an ice attack.
  • Messianic Archetype: Redan, the first Rider, was essentially the Monster Hunter Jesus and drove back the Black Blight, returning light to the world and ending war. All other True Riders follow in his footsteps.
  • Multi-Melee Master: While not nearly to the extent of Hunters, Riders can still wield Great Swords, Sword & Shields, Hammers, and Hunting Horns with equal skill.
  • No-Sell: When a Rider mounts one of their monsters, nothing save for actual damage will have an effect on them, with even Kushala Daora's winds rendered useless. Their monster also takes all damage meant for both of them as well, and at worst, even a sure-kill attack only sends their HP to 1.
  • The Power of Friendship: What the Kinship Stones and Riders in general run on. Their bonds with monsters allow them to charge up super devastating abilities that wild monsters simply can't preform.
  • Shrouded in Myth: All rider are this to the rest of the world. They come from a few remote, highly isolated villages and hardly ever leave them. Until the protagonist in Stories started their journey most people thought Riders were purely mythological figures or had never heard of them at all.
    • They were also this to the fanbase for a very long time as certain weapons and stories hinted at their existence since the first game. Come Stories we finally get to play as one.
  • Unskilled, but Strong: Compared to Hunters at any rate. Riders don't possess even close to the level of individual martial prowess a good Hunter has, then again they don't need it since they bring their own monsters to even the playing field.
  • Untrusting Community: Most of the world is highly distrustful of Riders at first, this stems from the monsters that follow them around. People tend to come around rather quickly, but some never stop expecting their monsters to go on a rampage.

    Companions 
Even when they're playing offline, a hunter does not need to go alone. Several games in the franchise allow the player to bring along a couple of computer-controlled allies that can assist in a large number of ways. They may not have the damage or survivability of a player, but bringing them along is better than going out alone.

Cha-Cha and Kayamba

https://static.tvtropes.org/pmwiki/pub/images/0c6d6109d348dfe89e803088c0990cf5.png

Appearances: 3 (Only Cha-Cha) / 3 Ultimate

"Cha-Cha no run! Cha-Cha make tactical retreat-treat!"
"Kayamba save your bacon. You pay later. In bacon."

Two Shakalaka children and bitter rivals, these self-proclaimed brave warriors travel the land seeking the legendary "ultimate mask." They may talk big, but they are really capable of truly heroic deeds. Assuming you're backing them up, of course. They don't feel as confident without the help of their favorite minion, after all.

Though it may not seem like much, the Shakalaka Warriors bring a lot of utility with their wide array of tribal dances. These dances can do anything from healing to increasing stats, and the two can dance together to strengthen the effect of the dance. In addition there is a great number of masks available for them to wear, and each mask changes their attributes, fighting style and even their personalities.


  • Ancient Astronauts: The Cosmic Mask looks like one. It actually resembles a doguu figurine, which is the same reference used for Huitzil in Darkstalkers.
  • Bullying a Dragon: Kayamaba is introduced in a cutscene where he tosses his boomerang at the weighted tail of the comparatively gigantic Duramboros. Said cutscene ends with him running away for dear life.
  • Cowardly Lion: Cha-Cha, especially if he's wearing the Fluffy Mask.
  • Dung Fu: The Stink Mask lets the wearer throw Dung Bombs around.
  • Eat Me: The Kebab-Boo Mask is a chunk of meat that allows wearers to pose as bait, effectively luring most monsters into traps.
  • Enemy Scan: The Fluffy Mask allows them to pinpoint large monsters on the map, along with information on monster type, movement patterns and temperament (aggressive or docile). Players can also trigger this ability manually by signaling the Shakalaka wearing the Fluffy Mask every few minutes.
  • Gameplay and Story Segregation: Even if you get their Chum-Chum level all the way to Max, preventing them from fighting amongst themselves when they're both with you, their village dialogue will still consist of them talking trash about each other. They do eventually come to terms with each other in the ending cutscenenote , but their generic village chatter will still consist of talking behind each other's backs.
  • Heroic R.R.O.D.: The Ultimate Mask gives them this attribute, increasing the wearer's attack power greatly during rage mode at the cost of slowly draining their health until they get knocked out.
  • Hollywood Torches: The Lamp Mask functions as one when the wearer is summoned, illuminating dark areas and warding off certain monsters like small Neopterons.
  • Human Cannonball: When one of them is wearing the Artillery Mask, they can turn the other into this. It's surprisingly effective.
  • Item Caddy: Like the Felynes in other games, Cha-Cha and Kayamba will help you gather items at gathering spots. Unlike the Felynes, they'll also help you carve dead monsters for parts, which is extremely beneficial against the game's notorious Desire Sensor.
    Cha-Cha: "Ahh...nothing like chop-chopping up monster after hunt-hunt."
  • Item Crafting: The Mystery Pot Mask allows the wearer to transmute any item you hand over by putting it into the mask and processing it.
  • Kiss of Life: The Ancient Mask allows you to replenish your oxygen underwater by summoning its wearer to yourself and breathing through the apparatus, implying this trope in a somewhat...disturbing fashion.
    Cha-Cha: "Smell fresh air! Smell sweet flowers! Take good, deep breath!"
  • Leeroy Jenkins: Kayamba is introduced trying to pick a fight with a Duramboros.
  • Mad Bomber: When Cha-Cha or Kayamba wears the Felyne Mask, they attack with nothing but bombs.
  • Magic Antidote: The Nulberry Mask lets the wearer cure the hunter of elemental Blights when summoned.
  • Magic Dance: Replacing the Felyne Comrades' field horn abilities, Cha-Cha and Kayamaba can instead perform ritual dances that either boost your stats, heal your wounds or unleash mayhem on the enemy.
  • Mask Power: Cha-Cha and Kayamba can wear different masks which give them different abilities. Even their personalities change depending on the mask.
  • Mundane Utility: The BBQ Mask allows you to cook meat, the Lamp Mask functions as a light source, and the Whetstone Mask allows you to sharpen your weapon from time to time. That said, the Whetstone Mask is actually one of the stronger masks in the game in terms of raw power, to say nothing of the arsonist tendencies the BBQ and Lamp Mask wearers get when angered.
  • Non-Human Sidekick
  • No-Sell: The Ultimate Mask grants the wearer a 100% chance to block every attack and nullify any status effect. When they get pissed off, however, they fly into an Unstoppable Rage that is Cast from Hit Points.
  • Pit Trap: The Pitfall Mask allows the wearer to set up a pitfall trap when summoned. Naturally, this won't work underwater or on certain types of terrain.
  • The Power of Friendship: Get their Chum-Chum levels high enough and they will begin performing combination dances that give you even greater power boosts and other benefits than normal.
  • Playing with Fire: They can use fire if they get angry while wearing the BBQ Mask, Lamp Mask, or Rathalos Mask.
  • Small Name, Big Ego: Both of them believe their contributions to the hunt to be a lot bigger than it really is.
  • Super Mode: When wearing masks that allow them to get enraged, they will unleash brand new moves that are specific to the mask they're wearing. Some of these moves are quite strong.
  • Video Game Cruelty Potential: Players can feed them things like burnt or poisoned meats, which they are all too eager to take from you and gobble down. Subverted in that this angers them and makes it easier to trigger their Rage Modes, but still...What the Hell, Hero?
  • Video Game Stealing: The Mock Melynx mask allows the wearer to filch things off of monsters in a fight, similar to its namesake creature.
  • Vitriolic Best Buds:
    • Cha-Cha and Kayamba are this in 3U; until players can get their Chum-Chum levels up, they will occasionally bicker with each other on the field, which can be detrimental if you're fighting a boss monster and they're too busy squabbling to help out. Once you get them to reconcile, though, The Power of Friendship comes into full effect.
    • They're still this in their Episodic Quest line in 4U and their Village Request line in Generations. In 4U in particular, the Moga Sweetheart tells you to not only rescue them from a Deviljho but also to give them a "kick in the butt" (i.e. get them to stop bickering with each other).
  • You No Take Candle: Both of them talk like this, though certain masks can end up changing their dialect slightly.

Felyne Comrades / Palicos

https://static.tvtropes.org/pmwiki/pub/images/6eb0ca9690cacb702d4644b21ec1b3ff.jpg

Appearances: Freedom Unite / Portable 3rd / 4 / 4 Ultimate / Generations (Playable) / World

"Do you really think you can face the Ace, nya?"

Felyne mercenaries who travel the world looking for hunter who will hire them in exchange for food and housing. Each Palico has a unique set of skills and abilities, but they are too skittish and panicky to hunt on their own.

The Palicos differ from the Shakalakas in that you can hire them in far great numbers, but each one has a much more limited skillset compared to the flexibility of Cha-Cha and Kayamba. The exception to this is the Ace Palico, whose role and skills can be changed by switching around which Palicos are on duty. This allows the player to either keep them as they are, specialize them in a single skillset, or mix and match to get a wider variety of abilities.

For information specific to the Ace Palico, refer to their section under the Capital C Caravan section.


  • Aerith and Bob: Can be invoked by the players, of course, but even the default names in 4U fall into this. One Palico you scout may get a name like "Ibuki" or "Yuna", the next one may literally be named "Bob".
  • All or Nothing: The Last Stand Palico Skill. Simply possessing it gives the Palico a massive Attack and Defense boost. However, once he's down for the count, he's gone for the rest of the Quest.
  • Amazing Technicolor Population: Palicoes come in a wide variety of fur colors, including colors that don't naturally occur on real-life cats such as purple and green.
  • Badass Adorable: They're 3ft tall cat people, and they're your trusty allies in combat, of course they are this! The Meownster Hunter Mini-Game in 4 Ultimate has a team of 1-5 Palicoes taking on monsters—the same monsters you fight, no less—with no human assistance necessarynote . Generations takes it a step even further by making them directly playable - and they can hold their own as well as any human hunter. World double-downs on both these aspects and more: they accompany you on every mission, they can be sent out in groups of three on their own hunts, and they can recruit fellow Palicos and Grimalynes out in the wild.
  • Battle Boomerang: They can use boomerangs to perform ranged attacks, and can use them infinitely unlike hunters. These boomerangs can be enhanced with Big Boomerangs, which makes the boomerangs bigger and stronger, and Piercing Boomerangs, which allow the boomerangs to hit multiple times.
  • Big, Bulky Bomb: Palicos of the Bombing Forte sometimes use large barrel bombs, which are much bigger than their entire bodies.
  • Came Back Strong: The Nine Lives Palico Skills, which grant a stacking Attack and Defense boost (depending on whether it has the Attack or Defense variant, or both) every time the Palico faints. This boost stacks up to nine times.
  • Character Name Limits: The Felyne Comrades had to be renamed to Palicoes in Monster Hunter 4 Ultimate due to the lower limit for character names. The term stayed in World.
  • Combat Medic: Healing Forte Palicoes, who excel in restoring your HP and curing Poison/Severe Poison. They'll also occasionally drop healing items when escaping combat, which you can pick up to use.
  • Composite Character: The Gathering Palicoes from Generations combine the abilities of the Treasure and Stealing Palicoes from 4 Ultimate.
  • Death of a Thousand Cuts: The Piercing Boomerangs buff allows boomerang attacks to hit multiple times per trip. Combined with the Big Boomerangs buff, it is relatively easy for a Prowler to shred through a monster's health, and it's not uncommon to hear the "DING!" sound of stun/exhaust damage 4-5 times in rapid succession with each boomerang thrown.
  • Enemy Scan: Support Forte Palicoes can show you where large monsters are at the beginning of the quest for a few seconds, and has a chance of reusing this ability for every 5 minutes thereafter. On top of that, having them with you gives you extended info about marked monsters, such as what type of monster, whether they're docile or aggressive, and what direction they are facing and/or moving in. They will even tell you when monsters are tired or weak enough to tranquilize, which is very helpful in Capture quests, as well as whether a particular monster's paint is about to wear off.
  • Fragile Speedster: The Prowlers possess many fast attacks and can run with their weapon out unlike a hunter, but their weapons and armor are weaker than a hunter's.
  • Head Pet: One of the head armor items you can earn through DLC Event Quests in 4 Ultimate is a Palico on your head, who gives you 10 points in the Potential skill.
  • Hello, [Insert Name Here]: Your Palicoes come pre-named, their names being pulled from a list of default names, but you can rename them upon hire if you wish.
  • Infinite Supplies: Prowlers can keep using their items so long as they can keep building up the Support Gauge, unlike Hunters who can eventually run out of supplies. This becomes advantageous when it comes to traps and capturing; whereas a Hunter can only carry two traps and eight Tranq Bombs at a time, Prowlers can potentially deploy more traps and have infinite Tranq Bombs, ensuring that a capture quest never becomes Unwinnable by Design.
  • Invulnerable Attack: When a Prowler or Palico enters Felyne Fury Mode, they are invincible as long as the animation is playing. As such, it can be exploited to avoid an attack that would otherwise guarantee an Acorn or a cart.
  • Item Caddy:
    • Your Felyne allies help you gather items at gathering spots, unless they have the skill Gathering Ban. Treasure Palicoes excel in this, with their double capacity item pouches and other skills that improve their ability to gather, at the cost of not being able to fight.
    • The Prowlers in Generations excel at gathering items. They don't have to worry about ammo or weapon sharpness; they don't have a stamina gauge, allowing them to run infinitely and not have to carry food; they have a special bug net and pick axe that take no inventory space and are unbreakable; and they gather items more quickly than hunters.
  • Jump Physics:
    • Launching Palicoes excel exclusively in throwing Hunters into the air so they can perform Jump Attacks. They also possess skills that increase the Mounting Gauge when a Hunter is mounting a monster, and attacks that increase the odds of a Hunter mounting a monster with a Jump Attack.
    • In XX, Fighting Palicoes can perform a vault jump like Aerial Style if they use their support move Furr-ious.
  • Mad Bomber: Bombing Forte Palicos are prone to be this. Their primary skill is even called Mad Bomber.
  • Made of Indestructium: The Prowlers' Pickaxes and Bug Nets never break, unlike those of Hunters, and their weapons have entirely fixed Sharpness thus eliminating the need to sharpen them.
  • Made of Iron: The Palicos in World simply refuse to be removed from a fight. Even if they're completely knocked out, their only penalty is being prone for a few seconds followed by having to sit through their recovery animation as they chug a potion or two.
  • Magic Music: The Palico Horns. Also, the Purrtuoso Team Attack, where your Palicoes break out a giant horn and (poorly) play a tune on it that restores a large amount of HP to Hunters and permanently boosts a Hunter's maximum HP and Stamina.
  • Mana Meter: Prowlers in Generations have this. As opposed to having an inventory, Prowlers have an inventory-esque skill set paired with a notched red bar. The bar fills over time, and you can use segments of the gauge to perform Prowler-exclusive skills, whose corresponding number denotes how many segments of the gauge you need to activate it, as opposed to how many of that item you are holding onto. For example, dropping a Trampoline costs one segment of the gauge, while deploying a Shock Trap costs four.
  • Mini-Game:
    • The Fishing Machine in 4 Ultimate lets you cast a net to catch fish or occasionally a Plesioth, which your Palicoes, which number up to five at a time when using the machine, then reel in. Most Palicoes have special skills that do things such as bias the fishing rewards in favor of a particular kind of fish, enlarge the size of the net, and slow down schools of wish.
    • Meownster Hunters in 4U has a team of up to five Palicoes go out and fight monsters or gather treasure in up to three different quests. The minigame is primarily automated, with your only control being to determine what attacks Palicoes use in rounds of Elemental Rock–Paper–Scissors, although you can fully automate the trip if you wish. Doing this nets Scrap that can be used towards forging Palico gear; this is the only way to get new gear for your Palico outside of certain limited-time DLC.
    • Generations redesigns Meownster Hunters from the ground up. You pick up to four Palicoes and then are presented with a map with colored circles representing resources or monsters, with each type of Support represented by a different color. Each Palico has a circle with its size dependent on their Enthusiasm level, and you fire them out of a cannon with your choice of direction and shot power and they bounce around the board until they step; if their circle overlaps with other circles, they will obtain materials from those circles, moreso if the circle colors match, and it's possible for a Palico's collection circle to overlap with multiple board circles at once. After you complete a non-gathering quest, the Palicoes you dispatched will come back with what they managed to gather. Unlike 4U's Meownster Hunters, this is not the only way to obtain Scraps, as you can also convert other types of material into Scraps.
  • No Biological Sex: Generations indicates that they do not have a gender. If you switch to Prowler mode, save your game, and then go to the "load game" screen, there will be a blank where your gender should be.
  • No-Sell: Like other kinds of AI companions, Palicoes are immune to hot and cold climates, and this extends to Prowlers as well. No need to worry about bringing drinks! The same applies to the Stench status, likely because even if they were to get Stenched, they don't use items and as such the ailment is completely pointless.
  • Non-Human Sidekick: They are your non-human allies on the field.
  • Non-Lethal K.O.: Palicoes who run out of health won't die. Just like the average Felyne and Melynx, they will dig into the ground and stay out of sight for a while while their HP recovers. However, their Enthusiasm will drop as a result, causing them to slack off more often and not perform their abilities as well as they would with a full Enthusiasm meter.
  • Pintsized Powerhouse: A properly-built Prowler can demolish big hulking monsters just as well as human Hunters can.
  • Promoted to Playable: Generations introduces Prowler Mode, where the player takes control of the Felynes for the first time and accompanies Hunters or other Palicoes on Hunting Quests, replete with unique weapons and abilities, such as being able to ride small monsters after mounting them.
  • Pungeon Master: Like all Felynes, their speech is filled with cat puns and the like.
  • Oh, Crap!: When certain events happen, such as a large monster becoming angry or two large monsters appearing in the same area, the Palico might start panicking, running around in circles before collapsing on the ground.
  • Rocket Ride: The Flying F-Bomb Team Attack in 4/4U, where your Palicoes board a wooden rocket and fly towards a large monster's face. If successful, the Palicoes hop onto the large monster's face and try to claw its eyes out, providing a distraction and giving Hunters free attack opportunities.
  • Secret A.I. Moves: Prowlers have to separately activate the Piercing Boomerangs and Big Boomerangs buffs, but Palicoes can do both in a single action, which they explicitly call "Big Piercing Boomerangs".
  • The Slacker: Sub Palicoes with low Enthusiasm may sometimes start slacking off by sitting around and doing absolutely nothing, which is noted by an accompanying message unrelated to hunting, such as your Palico talking about the beautiful scenery. Your Main Palico specifically has a skill to prevent this, although some Sub Palicoes may come with a useful skill that causes them to recover HP while slacking.
  • Spring Jump: Trampoliner allows a Palico to place a trampoline that can be used by everyone to perform jump attacks.
  • Support Party Member:
    • Since their introduction, they've always been this to Hunters. They fall in combat more often and are more reckless thanks to AI, but they possess useful skills that assist Hunters, have a degree of versatility that allows Hunters to change up their deployed Palico according to their playstyle of preference, and usually have infinite lives.
    • Prowlers allow you to become this. Prowler can take far less punishment than a Hunter and have pitiful range, but they can also survive more KOs than a Hunter and possess certain advantages over regular Hunters, such as a burrowing ability, double gather speed, and small size. They also wield a special inventory based around a Mana Meter that allow them to deploy certain buffs and items in battle, such as various Horns, a trampoline that launches both Hunters and Prowlers, and when in a pinch, special attacks as well, including the Rath-of-Meow.
  • Tank Goodness: The Rath-of-Meow Team Attack in 4/4U, where your Palicoes board a two-Palico mini-tank and drive around while shooting Rathalos-esque fireballs at large monsters.
  • Took a Level in Badass: By Generations, Palicoes are able to hunt by themselves and hold their own against monsters.
    • While they can't hunt by themselves, the companions in World are just as tough as their hunters. They never slack or panic, and refuse to be knocked out for more than a few seconds.
  • Trap Master: The Support Forte's other advantage besides its Enemy Scan properties is the ability to set up Shock Traps. This can be advantageous when attempting to catch a monster or if you need to wallop it and/or break a part, unless you're fighting a Gypceros or a charged Zinogre.
  • Turns Red: If a Palico or Prowler takes enough damage (they don't neccessarily have to be low on health, just take a lot of damage on one life, hence why this isn't Critical Status Buff), they will go into Felyne Fury Mode, represented by a Cross Popping Vein on their head and an Attack buff. In Generations Ultimate, Fighting Support Palicoes gain a special forward jumping dodge that turns into a somersault jump if they touch an enemy or another player in the process, and that turns into a spin attack if they have their weapon out. Fighting Palicoes can additionally trigger Felyne Fury Mode manually by using the Furr-ious Support Move.
  • Verbal Tic: Support Forte Palicoes like to express things in terms of "purrcents", reflecting their Enemy Scan specialties.
    "The Boss is 100 purrcent in trouble!"
  • Video Game Lives: Prowlers in Generations have two acorn icons where a Hunter's Stamina gauge would be. If a Prowler faints, the Prowler gets up, chows down on an acorn, and comes back to life with a portion of their health restored. If the Prowler faints after consuming both of its acorns, it will cart the same way a regular Hunter does. This effectively gives Prowlers nine lives... ya know, like a cat.
  • Video Game Stealing: Stealing Forte Palicoes in 4/4U, who excel in using the Boomerang to distract or otherwise hinder large monsters, then pooch materials off of them. The friendly counterpart to Melynxes, if you will.
  • Virtual Paper Doll: Like the Hunters, you can dress them up in various weapons and armor. While this feature only served a cosmetic purpose in earlier games, by 4 it has expanded to the point where you can craft specialized equipment with varying looks and stats for them, similar to the Shakalaka Masks in 3.

    Wyverians 
Appearances: All titles

A very human-like race, with pointed ears and talon-like feet. Wyverians are a more "behind-the-scenes" race, mainly appearing as NPCs ranging from blacksmiths to farmers to sea traders to scientists to village elders to hunters. Culturally, they have a Japanese vibe in contrast to the slightly more European look of the humans we see in the series.

  • The Blacksmith: Most, if not all, blacksmiths that appear throughout the series are Wyverian. The Man, the resident Smithy in 4/4U, even states that it basically runs in the family.
  • Does Not Like Shoes: Not the race as a whole, but those with more reptilian feet don't bother with shoes of any sort.
  • Fantastic Science: They tend to dabble in this, and are usually the ones responsible for gathering information on monster ecologies.
  • Four-Fingered Hands: Wyverian hands vary from four to five fingers. Their feet on the other hand, are very reptilian and usually have three or four toes with talon-like claws on them. Later games started giving the non-elderly Wyverians plantigrade feet, rather than the original digitigrade feet they had, but Monster Hunter: World gave them their old digitigrade feet back.
  • Gratuitous Japanese: It goes without saying. The hub town in Portable 3rd is a damn hotspring resort village. Taken Up to Eleven with the Argosy Captain in Tri and 3 Ultimate, who has a peculiar habit of saying words in Japanese and translating it for you afterwards.
  • Half-Human Hybrid: They're believed to half-human half-wyvern.
  • Miniature Senior Citizens: Many Wyverians greatly shrink as they age. Although there are exceptions, such as the Dundorma Elder.
  • Pointed Ears: All Wyverians have pointed ears.

Veggie Elder

An enigmatic Wyverian who can be found somewhere on most maps throughout the series. Hunters can talk to him for free items or trade for rare items, but only if he's in a good mood.
  • A Day in the Limelight: An April Fool's quest introduced in Frontier back in 2017 puts focus on him instead of gathering items or hunting monsters. When the hunter interacts with him, they'll be put in a Dating Sim-like situation where they have to gain his affection by correctly answering questions pertaining to the history of his appearances. A pink heart appears on the screen for each question answered correctly, and the player must make five hearts appear in order to complete the quest. See it for yourself.
  • Black Comedy Rape: The Veggie Elder in Frontier's April Fool's 2017 quest is implied to have date-raped your hunter following the completion of the Dating Sim he hosts in said quest. When all five hearts are earned, he'll blow a kiss at the hunter, which releases a heart that instantly sedates them. Once the hunter is asleep, the quest cuts to the hunter waking up in the base camp's bed alone, then immediately falling to the ground sick once they get out of it. This is all Played for Laughs.
  • Blown Across the Room: The Veggie Elder in Frontier's April Fool's 2017 quest will send your hunter flying away with a blast of energy if they get too many of his questions wrong. Fortunately, this deals no damage, nor does it prompt a quest failure, but you'll have to partake in the Dating Sim again if you want to complete the quest.
  • Cool Old Guy: When he's in a good mood, he'll give players free items and allow them to trade for rare items.
  • Dirty Old Man: As mentioned above, it's implied that the Veggie Elder date-rapes your hunter at the end of the Dating Sim hosted in an April Fool's quest released in Frontier back in 2017.
  • Grumpy Old Man: When he's in a bad mood, he'll insult hunters and tell them to go away.
  • Luck-Based Mission: Be sure you only carry the items you want to trade for, because the Veggie Elder won't let you choose which item to trade. How many times you can talk to him before he loses his patience is also random, unless you have the Felyne Charisma skill to maximize the number of times you can talk to him.
  • Instant Sedation: The Veggie Elder in Frontier's April Fool's 2017 quest will immediately knock out the hunter by blowing a heart-shaped kiss at them if they get all five hearts in his Dating Sim. It then cuts to the hunter waking up, getting out of bed, and then getting sick and falling to the ground, which implies that he had his way with them during this time.
  • Miniature Senior Citizens: As is the case for most old Wyverians, he's short.
  • Mood-Swinger: One minute he's a Cool Old Guy who will give you free stuff and trade for rare items, the next minute he's a Grumpy Old Man who wants you to scram. You can't do anything with the Veggie Elder when he's in a bad mood, and can only talk to him again on a new quest.

    Sea People 
Appearances: 2 / 3 / 3 Ultimate

A mysterious sea-faring race. First appeared in 2 with the Shipwright, before having a slightly more active role in 3/3 Ultimate.


  • All There in the Manual: The only lore about them appears in the Monster Hunter Illustration 2 artbook.
  • Barbie Doll Anatomy: They lack nipples and navels. Justified, as they're Fish People, thus they have no need for those parts.
  • Fish People: They have two-toned skin and webbed hands and feet.
  • The Ghost: From an in-game lore standpoint, almost nothing has been revealed about them. Even in the artbook, info about them is sparse.

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    Troverians 
Appearances: 4 / 4 Ultimate

A race of stout, dwarf-like beings who reside within the village of Harth, deep inside the interior of an active volcano. They are known for their gung-ho attitude and mining and crafting expertise.


  • The Blacksmith: They make weapons and armor, and polish rusty ones found in the Everwood on Expeditions.
  • Convection Schmonvection: Lava from the nearby volcano flows right through and underneath their town as their renewable heat source for their forges.
  • Dug Too Deep: They keep digging out monster lairs: including Tetsucabra, Gravios and even Teostra... of course, the Hunter is the one tasked to get rid of said monsters so they can continue mining.
  • The Engineer: They are based off your standard dwarves, after all. With the help of The Man, they design a boat, the Arluq, for the Caravan, and later attach a blimp on it to turn it into an airship.
  • Interspecies Adoption: The chief of Harth raised the human girl Little Miss Forge as his daughter.
  • Lava Adds Awesome: Harth has a lava creek running underneath it, which is used in the Troverians' blacksmithing operations.
  • Our Dwarves Are All the Same: They have the usual traits associated with a standard high fantasy Dwarf, including being stocky, engaged in mining and blacksmiting, the preference for axes as weapons, having horned helmets and the males sporting huge beards. However, Troverians stand just about as tall as humans. They also tend to have short lives on average than humans.
  • 10-Minute Retirement: When you arrive at Harth for the first time, some issues with a Tetsucabra have the Troverians down in the dumps, due to the inability to perform their mining operations. After the Hunter takes care of the monster, they are back to their usual cheery selves.

    Lynians 
Lynians are diminutive sapient creatures known for their intelligence, organization, and language. They are also distinguishable by being some of the only monsters who don't die — they merely dig into the ground and escape to live another day.

Felyne (Airou)

https://static.tvtropes.org/pmwiki/pub/images/felyne_8333.png
Appearances: All titles

Small, but intelligent cat-people commonly seen as assistants and companions to Hunters. Starting with the second generation, Felynes can be hired as chefs and battle comrades.

For information referring specifically to Palicoes / Felyne Comrades, see their respective section in the "Companions" folder above.


  • Big, Bulky Bomb: Wild Felynes will sometimes use large barrel bombs, which are twice their size.
  • Color-Coded for Your Convenience: White.
  • Cute Kitten: Their cat noises and gestures make them adorable.
  • Fantastic Drug: They're very fond of Felvine, the MonHun equivalent of catnip. This is most evidenced by hitting them with a Felvine Bomb; rather than simply smell of Felvine, they will become effectively drunk. Additionally, if an enemy monster is hit with a Felvine Bomb, they will attack that monster.
  • Fantastic Racism: They tend to be looked down upon by society despite their contributions to it due to them being seen as weak by human standards. Nekoht/Felcote even goes out of her way not to speak in her species' cat puns to avoid this treatment.
  • Funny Background Event: They are masters of this.
  • Hurricane of Puns: They love making puns off of cat-based terms, such as "StreetPaws" (StreetPass), "purrcent" (percent), and "Meowster Fishernyan" (Master Fisherman).
  • Lethal Chef: Mess up ingredient combinations, and they easily become this. To be fair, it is your fault for picking combinations that lead to Tipsy status or activating Unlucky Cat.
    Street Cook: "Hei, nya! Do not overindulge! Hic!"
  • Mad Bomber: When a wild Felyne gets provoked, it'll sometimes use a barrel bomb on you, although it often ends up blowing itself up as well.
  • Made of Iron: One of the only monsters that never actually die. They merely run away via digging after their health is low enough.
  • Mascot: Arguably, of the entire series.
  • Mushroom Samba: If hit with a Felvine Bomb, its response is something that can be described as "drunk on Felvine".
  • Non-Malicious Monster: Though Felynes are technically monsters as well, even wild Felynes quite docile unless provoked. The same can't be said for the Melynxes, though.
  • Ridiculously Cute Critter: They're walking cats with adorable cat sounds.
  • Verbal Tic: Often insert cat-related puns in their speech.

Melynx

https://static.tvtropes.org/pmwiki/pub/images/melynx_5542.png
Appearances: 1 / 1G / Freedom / 2 / Freedom 2 / Freedom Unite / 3 / Portable 3rd / 3 Ultimate / 4 / 4 Ultimate / Generations / XX

The Evil Counterpart to the Felynes, recognizable by their black fur. While the majority of Melynxes are petty thugs and pickpockets who will happily mug any Hunter that crosses their path, a few are willing to hire themselves out as chefs and mercenaries.


  • Bandit Mook: They don't hurt you, but they'll swipe your items and escape with them if you're not fast enough.
  • Cats Are Mean: Unlike the Felynes, these cats will attack you unprovoked.
  • Cute Kitten: Subverted. They may look as cute as Felynes, but they're also greedy pickpockets.
  • Color-Coded for Your Convenience: Black
  • Evil Counterpart: To the Felynes.
  • Fantastic Drug: Much like Felynes, they really like Felvine and will target monsters who smell of it. If you have any Felvine in your inventory they will prioritize stealing it over anything else you have.
  • Made of Iron: Like their cousins, they never die, only retreat.
  • Mushroom Samba: Like the Felynes, they go into a stupor if hit with a Felvine Bomb.
  • Too Dumb to Live: An Elder Dragon is nearby? They're some of the only ones that don't flee, and unlike Remobras, there isn't a logical explanation.
  • Video Game Stealing: They steal your items if they attack you. You can sometimes get your items at the cat statue on the map though, and if you have Felvine, they will always steal it instead of anything else you have.
  • Wild Take: They leap into the air flailing their limbs when they spot a hunter, before moving in to rob them.

Shakalaka / King Shakalaka

https://static.tvtropes.org/pmwiki/pub/images/monster_hunter_shakalaka_king_shakalaka_5431.png
Appearances: 2 / Freedom 2 / Freedom Unite / 3 (Cha-Cha) / 3 Ultimate (Kayamba)

Small masked Lynians that, like Melynxes, tend to attack and harass Hunters with their small swords. Some herds are led by an alpha, distinguishable by the BBQ Spit on its head for a crown and a large club. The third generation introduces two friendly shakalakas: Cha-Cha in 3 and Kayamba in 3 Ultimate.


    Poogies 
https://static.tvtropes.org/pmwiki/pub/images/e579d733639cda72bb6ea9b014c79711.jpg
Appearances: 1 / G 1 / Freedom 1 / 2 / Freedom 2 / Freedom Unite / 3 / Portable 3rd / 3 Ultimate / 4 / 4 Ultimate / World

*Grunt* *Snort*

Poogies are a species of domesticated herbivores that are kept as house pets, often seen alongside shop owners and wandering merchants to keep them company. They serve as the secondary mascots of the Monster Hunter franchise, next to the Felynes.


  • And Your Reward Is Clothes: In 4, rescuing wild Poogies on Expeditions may reward you with unique costumes for your own Poogie.
  • Berserk Button: Petting one for too long causes the Poogie to retaliate and run away. (Fortunately it comes back when you re-enter the area.)
  • Call a Rabbit a "Smeerp": Beginning in Tri, they began to be called "Poogies"; they were known simply as "Piggies" in prior titles.
  • Ridiculously Cute Critter: They even perform cute little dances!
  • Series Mascot: Alongside Felynes, they serve as this for the franchise, at least in Japan.
  • Sleepy Head: The ones that serve as pets tend to take naps a lot. In some games, when you save by going to bed in your house, your Poogie goes to sleep with you too.
  • Team Pet: Serves as this to Hunters.
  • Took a Level in Badass:
  • Virtual Paper Doll: Beginning in Dos, players could outfit them in different pet clothes. Later games also give players the option to unlock more Poogie Costumes via trading, doing quests or running Expeditions.

    Kokoto Village and Minegarde Town 
Kokoto Village appearances: 1 / G 1 / Freedom 1 / 2 / Generations
Minegarde Town appearances: 1 / G 1

Kokoto Village is a small forested farming local within the Schrade Region, while Minegarde Town is a mining outpost in the south western-most edge of the Hinmerum Mountains.

Kokoto Hunter

A resident of Kokoto Village who wishes to be a hunter.


  • Oddball in the Series: The Kokoto Hunter is the only player character to be a native resident of the village that the single player campaign takes place in.

Hero of Kokoto

The Kokoto Village elder, a retired Wyverian hunter who single-handedly slew both a Monoblos and a Lao-Shan Lung.


  • Dual Wielding: His weapon of choice was a set of Dual Blades.
  • The Lost Lenore: He was engaged in his youth to a Wyverian huntress. When he went to help slay a Lao-Shan Lung, she insisted on going along and was slain by the Elder Dragon.

Minegarde Sweethearts

A pair of guild receptionists that appear in the Minegarde Gathering Hall, and later the Kokoto Gathering Hall. The red-clad receptionist appears in a DLC quest in 4 Ultimate as the Minegarde Sweetheart.


  • Alcohol-Induced Idiocy: Becky's been known to cause trouble when drunk. Doris usually has to step in and keep her antics under control when this happens in order to prevent violence from breaking out.
  • All There in the Manual: The red-clad receptionist's name is Becky, while the blue-clad receptionist's name is Doris.
  • Crouching Moron, Hidden Badass: In a manner of speaking. Becky's day job is being a guild receptionist. The canonical light novel Commandment of the Hunt reveals that she's a member of the Minegarde Guild Knights and can hold her own in a fight.
  • Deadpan Snarker: Becky tends to talk in a condescending tone. Naturally, Doris has to step in to keep this behaviour under control so violence doesn't break out between her and the hunters she offends.
  • Hard-Drinking Party Girl: Becky loves to party with the other Guild Gals and binge on alcohol, and she will sometimes complain about hangovers caused by said binging when you talk to her.
  • Straight Man: Doris is the more level-headed of the two, and laments having to keep Becky in line.

Hell Hunters

A pair of haughty brothers who are well known across the world for their showboating and their nonchalant attitudes towards hunting. While they were alluded to in 4 Ultimate, Gens is where they made their first official appearance.


  • Bash Brothers: They go on hunts together.
  • Color-Coded Characters: The Red Hell Hunter wears red while the Black Hell Hunter wears green.
  • Glory Days: They're said to have been much better at hunting before Tigrex made them fall from grace regarding a humiliating defeat, and they'll refuse any requests to hunt the wyvern out of fear of history repeating itself.
  • Miles Gloriosus: Subverted. In 4U, the brothers brag about how great they are while making you do low-level quests meant for them, making it seem like they're chickening out of doing said quests, and they claim that they're going to hunt down a Lunastra and an Ashen Lao-Shan Lung during the Felyne butler's quest chain despite neither monster appearing in the game, which appears to be a standard case of Blatant Lies. It's later revealed that they did find the dragons (and effortlessly destroyed them, no less), and that they were skipping the low-level quests so they could focus on the higher-level ones. However, if it wasn't for you handling the quests they skipped over, they probably wouldn't have made it home unscathed.
  • Smug Super: Their abilities far exceed that of ordinary hunters, and they're quite boastful about it. They even have a habit of skipping over low-level quests and passing them onto ordinary hunters, claiming that they're child's play.
  • Offscreen Moment of Awesome: They simultaneously took on a Lunastra and an Ashen Lao-Shan Lung and defeated them without any effort on their part during the Felyne butler's quest chain in 4U, and trade their parts with the Wycoon so the player can access them.
  • Why Did It Have to Be Snakes?: They are afraid of Tigrex due to it making them fall from their Glory Days, and thus they tend to pass any quest involving the wyvern onto other hunters out of fear.

The Legendary Gunner

Formerly a very skilled hunter, he's now forced to retire due to injury and can be seen sitting around the village.


  • Career-Ending Injury: He's forced to retire from hunting due to leg injury.
  • Glory Days: Often talk about his hunting days and sometimes about the techniques he invented during that time that has become the standard today.
  • So Proud of You: What he thinks about the current generation hunters (especially gunners), saying that they have surpassed him in skills and creativity.

    Jumbo Village 
Appearances: 2

A coastal port town located near a jungle.

Jumbo Village Chief

A relatively young Wyverian man with a serious case of wanderlust.


  • Passing the Torch: After the Jumbo Hunter fights off the Kushala Daora attacking the village, the Chief leaves the village in the Hunter's hands.

Jumbo Blacksmith

An elderly human woman who was the Legendary Artisan's only human apprentice.


  • The Blacksmith: Serves as the blacksmith of Jumbo Village. Notably, she's the only female blacksmith in the series.

Shipwright

A Sea Person and former hunter.


  • Career-Ending Injury: He lost his right leg and earned a wicked scar along his left arm in a Plesioth hunt gone wrong.
  • Drop the Hammer: His signature weapon, which he created from a ship anchor.
  • Fish People: As befitting his race. He even styles his facial hair like catfish whiskers.

Jumbo Sweetheart

The guild receptionist for Jumbo Village. A notorious workaholic.


Wyverian Lady

An unnamed Wyverian woman who works for the Elder Dragon Observation Center. She shows up in the Jumbo Tavern once it's been upgraded to Rank 3.


  • Drinking Contest: The mini-game you can play with her.
  • Never Gets Drunk: She's notorious for being able to drink anyone under the table. She even has a giant sakazuki cup.

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    Pokke Village 
Appearances: Freedom 2 / Freedom Unite / Generations

Pokke Village Elder

An elderly female Wyverian and sister to Treshi, she founded Pokke Village in her youth and has been it's leader ever since.


  • Granny Classic: She acts this way in Freedom 2/Freedom Unite, very laid back and nonchalant. Her appearance in the Western version of Generations is a lot more flamboyant.

Treshi and Trenya

A 350-year-old male Wyverian and brother to the Pokke Village Elder. Runs the Pokke Village farm and, despite his age, is a seasoned treasure hunter. Trenya is a Felyne and is Treshi's greatest apprentice.


  • Badass Grandpa: Even at the age of 350, Treshi leads a very active lifestyle as a treasure hunter.
  • No Name Given: Averted. Both Treshi and Trenya are one of the few characters with their names given within the games.
  • Suspiciously Specific Denial: When he enlists your help in Generations, Trenya is quick to assure you that you're equal partners, and that he's not just taking the credit for your victories. He still rewards you either way, though.
  • Vague Age: Averted. Treshi is the only character with a given age.
  • What the Hell Is That Accent?: For some reason, both Treshi and Trenya have a bad Australian accent in the English translations.

Nekoht/Felcote

A Felyne always seen in the presence of the Pokke Elder. She and her sister appear in 4 Ultimate in a DLC quest chain.


  • Ambiguous Gender: Averted. She and her sister are two of the few Felyne NPCs with a confirmed gender.
  • Crouching Moron, Hidden Badass: She acts as a covert Guild Knight for the Hunter's Guild.
  • Dub Name Change: She was renamed from Nekoht in Freedom Unite to Felcote to 4 Ultimate.
  • No Name Given: Averted. She is one of the few characters with a given name.
  • Verbal Tic: She goes out of her way to not speak with her race's "nya" and "meow" puns, as Felynes are looked down on in society and she believes that speaking like that looks bad on the Guild. Although she does slip back into it when she's particularly scared or flustered.

Pokke Blacksmith

A young Wyverian who helps his mother with the village forge.


Guild Girls

The guild receptionists and the guild manager. In a contrast to most guild managers, the Pokke Gathering Hall is managed by a young Wyverian woman.


    Moga Village 
Appearances: 3 / 3 Ultimate

Moga Village is a small fishing village attached to a deserted island which appears to be an archipelago in the middle of a great ocean. After many years of peace, unexplainable earthquakes begin to shake and rattle the islands.

Tropes that apply to the village in general:

  • Adventure Town: Earthquakes are rattling the islands, causing a myriad of problems.
  • Grail in the Garbage: There's a strange statue in the cave connected to the farm. It's wearing the Ancient mask, which enables Cha-Cha to provide you with enough air during the Ceadeus mission to ultimately save the village.
  • Port Town: The village is especially known for dealing in fish, honey and exotic monster parts, making them well sought out by the rest of the world. The Argosy Captain serves as their primary liaison.

Village Chief

A former hunter who settled down in Moga.


  • Career-Ending Injury: Received one at the hands of the Ivory Lagiacrus.
  • Good Smoking, Evil Smoking: Good Smoking example. He is a wise, grandfatherly figure who smokes a pipe.
  • Retired Badass: Once the Ceadeus is discovered to be the source of Moga Island's earthquakes, he reveals himself to be a former Hunter who had tangled with it long before he established the village. Unfortunately, the injuries he received in his youth were too much for him to be of any direct help any longer.

Chief's Son

The son of Moga Village's chief. His job is to award you resource points for successful hunts in the Moga woods.


  • In-Series Nickname: Junior. Doubles as an Embarrassing Nickname since he hates being referred to as thus, but eventually grows into it.
  • Papa Wolf: Once had to face down a Great Jaggi to rescue one of the village children, despite not being a fighter.
  • Supporting Leader: Acts as the de facto leader of Moga Village, with the player Hunter being the real protagonist.

Argosy Captain

Appearances: 3 / 3 Ultimate / 4 Ultimate

"Now: we trade! Make world go 'round!"

A Wyvernian merchant who travels from town to town trading wares.


Fishmongress

The local fish merchant in charge of supervising the Moga Fishermen's activities.


Guild Sweetheart

The Guild's liaison for Moga Village. While she tries her best to keep the village Hunter well-informed regarding quests, the bureaucracy surrounding the events at Moga Island have caused her a bit of trouble relaying crucial information.


  • All There in the Manual: Her real name is Aisha.
  • Captain Obvious: Her information book is filled with candidly-worded and painfully obvious data. Consequently, she just tells you to go see things for yourself to find out new information on them, although she does give some tangentially useful hints from time to time.
  • Deadpan Snarker: Sometimes tends to be this towards the hunter.
  • The Ditz: Played for laughs. While she still appears to be street smart and handles her job well, she's portrayed as having shades of the Valley Girl stereotype.
  • My Biological Clock Is Ticking: She keeps dropping hints about wanting a boyfriend.
  • Plucky Girl: She's incredibly lively for a Desk Jockey and tends to crack lame jokes 24/7. Even when Ceadeus threatened the village, she mostly took it all in stride. The only time she broke character was when a Deviljho appeared during a routine Jaggia-slaying quest.
  • Screw the Rules, I'm Doing What's Right!: Once the Ceadeus is discovered, the Guild orders her to issue an immediate evacuation notice to the residents of Moga, with the Hunter being told to stand down. Realizing that this would simply result in the destruction of the Moga residents' homes and livelihoods, she puts her own job on the line and lies about the evacuation order to the Guild, allowing the Hunter to take on Ceadeus by him/herself.

Wyverian Artisan

The rather brusque old Blacksmith of Moga Village, in charge of making the player's weapons and armor.


Itinerant Cook

A Felyne cook who formerly served aboard the Argosy, the Itinerant Cook was reassigned to Moga Village due to being unsuited for nautical travel.


  • Gratuitous French: He even lampshades this while explaining how he understands the player's language even though he speaks French.
  • Green Around the Gills: Despite being the Argosy's ship cook, he doesn't really possess any sea legs, leading to often having to heave his lunch over the rails. It's the reason why the Argosy Captain decided he would be better off serving as Moga's restaurateur for the time being.

Head Farmer

An elderly Wyvernian in charge of Moga's farm, the Head Farmer oversees the operations of his Felyne farmers, until the first series of earthquakes drove them all away.


  • Debut Queue: At the start of the game, the earthquake has scared his Felyne workers into fleeing Moga Village. As you progress, one by one they find their way back home.
  • Scatterbrained Senior: Tends to forget what exactly he wants you to do or what he wants to reward you with for fulfilling his requests in Generations. It all comes back to him in the end of said requests, however.

The Fishermen

A trio of sea dogs in charge of hauling in fish and treasure for Moga's residents.


  • Badass Normal: After upgrading their vessels, they are able to take on monsters by themselves if they are sent on Hunting expeditions.
  • Dreadful Musician: They insist on singing you songs about the ocean, their ventures on the high seas or your exploits. The songs are just as dreadful to read as they are probably to listen to.
  • Miles Gloriosus: The three have shades of this, bragging about being able to hunt as well as any Hunter could despite the fact that their boats were completely wrecked by a Gobul the first time the player meets them. Eventually subverted once the player upgrades their fishing vessels, as they are then able to take on even Lagiacruses on their own.
  • Talk Like a Pirate: Their speech is peppered with "yarr"s and "matey"s.
  • 10-Minute Retirement: When they are first introduced, they were unable to perform their duties after getting their boats wrecked by a Gobul. Once the player hunts down the creature and brings the materials needed for repairing the vessels, they offer their services almost immediately.
  • True Companions: While the three are very close, they eventually begin considering the player as one of them after he/she defeats the Lagiacrus and Ceadeus.

    Port Tanzia 
Appearances: 3 Ultimate

A port town which replaces Loc Lac City as the multiplayer hub for 3 Ultimate.

Tanzia Sweethearts

The four guild receptionists for Port Tanzia. Only three of them are named: two quest givers and the gong ringer. Incidentally, the two named quest givers are sisters.


  • All There in the Manual: The receptionist in blue is Kathy, the receptionist in red is Laura, and the gong ringer in black with black hair is Erina.
  • Beware the Nice Ones: Erina once blew the Tanzia Guild Master halfway across the Port when he was drunk around Kathy.
  • Big Eater: Kathy tends to bring up food whenever you talk to her, and after fulfilling her requests in Generations, it turns out that she ate all the food she was supposed to use to promote tourism for Port Tanzia (she claims a ghost did it, though). Fearing the wrath of Laura for this mistake, she decides to go into hiding by becoming your housekeeper.

    Yukumo Village 
Appearances: Portable 3rd / Generations

A very remote village near the Misty Peaks area. Despite how remote it is, the village is a well-traveled destination for it's many natural hot springs.

Yukumo Village Elder

A young Wyverian woman who serves as both the village elder and the hostess for the civilian resort.


Spring-Keeper

A Felyne who runs, guards, and manages the hot spring located within the Yukumo Gathering Hall.

Yukumo Sweethearts

Sisters who work as guild receptionists in the Yukumo Gathering Hall.


    Capital C Caravan 
Appearances: 4 / 4 Ultimate

The caravan of eccentric characters that travels from town to town with the Hunter in 4 Ultimate.

Tropes that apply to the Caravan in general:

  • Added Alliterative Appeal
  • Cool Boat: The Arluq, a whale-shaped ship built for the Caravan by the Troverians after you restore their forging operations. It's armed with cannons, Ballistas, and even a Dragonator in the event a monster attacks them in mid-voyage. Which happens during a sea voyage out of Harth, courtesy of one Gore Magala. Later, after a second trip to Harth, it gets outfitted with a blimp, becoming an airship that can travel to the mountain village of Cathar.
  • The Fellowship Has Ended:
    • Appears to happen after the defeat of Shagaru Magala, but they get back together after a relatively short time apart. Some of them describe their time apart as being like a vacation.
    • This is actively encouraged by the Caravaneer regarding individual members. He tells everyone to stick with the Caravan until they can no longer grow within it, then leave it behind in order to continue forward. Though he points out the door is always open if ever you want to come back.
  • True Companions: They gradually become this with you as the game progresses.

Doodle

The Capital C Caravan's hunter, who was brought in after their last hunter moved on to a different job.
  • Character Development: Even the Heroic Mime gets some, seen during the quest cutscenes introducing each new monster. At first, they're easily distracted by gathering and exploring the environment and often blindsided by the monsters they're looking for. By the time you hit High Rank, the hunter is more switched on, and usually seen more patiently scouting out their marks and seeing how they behave from a distance. As well as fitting the story of being a greenhorn when they met the Caravaneer, this mirrors a player's development.
  • Dub Name Change: Or Dub Nickname Change to be specific. In the Japanese version of 4 Ultimate, the Guildmarm uses a polite version of the word hunter to refer to the hunter. In the English version, she calls them Doodle.
  • Hello, [Insert Name Here]: Not that anyone will ever call you by your name.
  • Heroic Mime: You never see your hunter talk, although your hunter is capable of speaking judging by the other characters' responses.
  • In-Series Nickname: Doodle, Kindred Hunter, and Sir in the English version of 4 Ultimate.
  • The Not-Love Interest: Seems to have this going on with the Ace Commander.
  • Only in It for the Money: Implied. The character is technically part of the Egg Syndicate and gets a higher position with each quest completed for them. However, s/he never bothers to share in the Syndicate's antics, which include singing their hymn; the only activity of the Syndicate in which the Hunter engages is the money-making one.
  • Only Known by Their Nickname: No one calls you by your actual name. The Caravaneer calls you "Kindred Hunter", the Guildmarm calls you "Doodle", and Little Miss Forge calls you "Sir". The Man even admits that he forgot what your real name is in one of his conversations, due to all the nicknaming going on.
    • And it's not just you, as one can seriously doubt that their names are actually things like "Caravaneer" or "the Man".
  • Only Sane Man: Your hunter comes across as this when talking to the more eccentric people in the Caravan. This is often seen through the other characters' reactions.
  • Silent Snarker: Your character sometimes responds to the other characters' antics this way, usually by preparing to leave.

Caravaneer

The leader of the Capital C Caravan, and the first NPC the player meets in 4 Ultimate.
  • Adventurer Outfit: Wears a fedora and Archaeologist ensemble that would make Indiana Jones proud. It even comes with a whip!
  • Affectionate Nickname: He refers to the player as "Kindred Hunter".
  • The Alcoholic: Downplayed, while he isn't obsessed with alcohol, and you never see him drunk, the other characters note that he gets drunk a lot, and one chain of quests even revolves around retrieving blueprints he lost while he was drunk.
  • Badass Bookworm: That armor he's wearing? It's rarity 9 G-Rank gear. For the majority of the story he's much better equipped then you, at least defensively. You never see him fight, but he could probably hold his own.
  • Bold Explorer: The primary reason for putting together the Capital C Caravan is his love for exploration and research.
  • Catch-Phrase: "You're the one to get it done!" He says this to the hunter whenever the hunter is about to tackle a challenging quest.
  • Cool Old Guy: Age hasn't diminished his thirst for adventure one bit.
  • Cowboy: His outfit, manner of speech and occupation makes him a version of one.
  • Heterosexual Life-Partners: With The Man, who co-founded the Capital C with him.
  • MacGuffin: The Article that he keeps under his hat; his motivation for adventuring is to find out its origins. It turns out to be a scale from the Shagaru Magala.
  • Nice Hat: He wears a red Stetson-style hat, which is where he keeps the Article. The player even retrieves it for him in the opening of the game.
  • Non-Human Sidekick: He has a Noble Bird of Prey that serves as his messenger bird.
  • The Smart Guy: Is actually a respected scholar from the Guild Academy.
  • Supporting Leader: While he's the actual leader of the group, the player is the protagonist.

Ace Palico

A Palico who once fought with the Ace Lancer, but stayed with the Caravan when he left. They're your Main Palico throughout the game. Famous for their skill and bravery, they help keep the Palicos in line, and lead them into battle. Though they may seem arrogant and self-centered, the Ace Palico cares very much for their number one minion.

For more information about Palicos in general, refer to the Palicos / Felyne Comrades section above.


  • The Ace: They're definitely the best Palicos in the game, and were even trained by the Ace Lancer himself.
  • Ambiguous Gender: The Ace Palico's gender is never explicitly mentioned, with the closest indication being the female Headwhiskress from Sunsnug Isle fawning over them.
  • Arrow Catch: Done in a cutscene in the Cheeko Sands arc.
  • Badass in Distress: When the Ace Lancer and Ace Cadet stayed behind to distract Gore Magala so the other Ace Hunters could escape with important information, the Ace Palico tried to save them himself. The three of them would have been badly screwed over if you hadn't arrive. You reunite with the Ace Palico to escort the two Ace Hunters to safety.
  • Get a Hold of Yourself, Man!: When using the Leadership Forte, they have the Slacker Slap ability, which snaps the accompanying Sub Palico out of their slacking spell.
    Ace Palico: Snap to it, you slacking Palico!
  • Hello, [Insert Name Here]: You get to decide their name when you create a new file.
  • Master of All: The Leadership Forte's unique trait is the ability to use skills from all other Fortes, depending on what Fortes are set under his 1st Stringers and how many of each. This gives the player complete control over what the Main Palico can or can't do.
  • Nerves of Steel: With their Leadership forte, the Ace Palico will never panic in a situation where another Palico would. In fact, the Ace Palico usually becomes angry in such a situation, becoming stronger in the process. They'll still panic if they get Blastblight though.
  • Required Party Member: Some of the quests of the Cheeko Sands arc will trigger cutscenes in which the Ace Palico is visible along with the Hunter. The Hunter won't be allowed to take these quests without the Ace Palico tagging along.
  • Secret Art: They're the only Palico that can perform an attack that resembles a lance charge, which they apparently learned from the Ace Lancer. Stated to be a technique they hope to teach to all palico companions, it seems that by the time of Generations a version of this move has been taught to many palico, as there is a charge-attack reminiscent of this move in the Prowler moveset.
    Ace Palico: Purr-pare to face my sensei's lancing technique!
  • Turns Red: With their Leadership forte, the Ace Palico will become angry under certain conditions, increasing their attack power and fully restoring their health.
    Ace Palico: Why you... Face my wrath, meow!

The Man

A large Wyverian blacksmith who forges and upgrades the player's equipment. He is friendly but has difficulty expressing his feelings.
  • Beware the Quiet Ones: The Caravaneer is legitimately worried when he accidentally loses the plans for something The Man was working on. He says that while The Man almost never gets angry, when he does, he's terrifying.
    The Caravaneer: If I don't get those blueprints, The Man's wrath will make the Seregios look like a snoozin' Felyne!
  • The Big Guy: The tallest and bulkiest member of the Caravan.
  • The Blacksmith: He serves as your only blacksmith in the game.
  • Gentle Giant: Despite his strength and girth, he's a very soft-spoken man.
  • Heterosexual Life-Partners: With the Caravaneer. Their friendship led them to establish the Caravan, and unlike others who eventually left, he stuck with it through all of their adventures.
  • Huge Guy, Tiny Girl: With his apprentice Little Miss Forge.
  • Number Two: Apparently the vice leader of the Caravan, as he is the one who gathers the Caravan members to go to Dundorma after receiving a message from the Caravaneer.
  • The Quiet One: His Voice Grunting makes it clear that he's a pretty quiet person.
  • The Stoic: Most of his dialogue is rather candid, though he does end up making a few funny observations from time to time.

Guildmarm

A quirky young woman who assigns caravan quests. Her dream is to gather comprehensive notes about all the monsters the player encounters.
  • Admiring the Abomination: In particular, she's an enormous Brachydios Fangirl. One Brachydios hunting quest that she gives you is worded less like "neutralize this monster" and more like "please say hi to this beautiful hunk for me!"
  • Affectionate Nickname: Calls the player "Doodle" for the entirety of the game. In Generations after completing her requests she starts calling the Wycadamy hunter "Squiggle".
  • All Love Is Unrequited: Just as she's too oblivious to the Ace Cadet's advances, the monsters she crushes on are unsurprisingly anything but interested in doing anything with humans other than attacking them on sight.
  • All There in the Manual: Her real name is Sophia.
  • Cloud Cuckoolander: She starts off by calling you "Doodle" and only escalates from there. She occasionally drops very bad puns, elbows the fourth wall a lot, namedrops Dungeons and Dragons in a universe where the game doesn't even exist, harbors crushes on monsters instead of people, jokes about using The Man as her personal valet, mistakes some children for spies just because they keep looking in her notebook, claims to be part of two clubs (one of which has herself as its only member), insists that you take her on Quests by putting her in your pouch...the list goes on.
  • Cute Clumsy Girl: Often drops her books and plushies and trips while carrying them. Early in the game, she even fails at packing up her mobile quest counter and had all of her paperwork dumped on her head as a result. This is implied to be the result of being a...
  • Desk Jockey: Implied to be the reason for her Geek Physique. She even lampshades this with a comment on how Mistentoe, a plant that thrives in the Heaven's Mount, is a time-tested remedy for back pain, and that she didn't learn this by trying out some of it herself after sitting on her butt for long periods.
  • Geek Physique. Is very clumsy on her feet and can barely even carry her books around. The Man even lampshades this:
    The Man: "The Guildmarm often travels on foot to locations that don't have Guild facilities. How her legs keep up with her enthusiasm is beyond me."
  • Genius Ditz: She's a lot more knowledgeable about monsters and ecosystems than her best friend, the Guild Sweetheart from Moga Village. It doesn't stop her from acting just as silly, though.
  • Girls Love Stuffed Animals: One cinematic shows her making plushies based on various monsters.
  • Hidden Depths: She may appear to be a bit loony at times, but that doesn't mean she can't spout deep insights on the things that really matter the most in life.
  • Meganekko
  • Nerds Are Sexy: She's very attractive for a girl with an apparent Geek Physique.
  • The Nicknamer: She refers to the Caravan's Hunter as "Doodle". In Generations, if you complete her quest chain and unlock her as a housekeeper, she'll call you "Squiggle".
  • Nightmare Fetishist: She really loves monsters. Her first love was a Brachydios, and she mentions being the head of the "League of Monsterphiles", whose only member is her.
  • Noodle Incident: Pun aside, whatever crazy shit happens when she gets drunk, at least according to the Caravaneer.
  • Oblivious to Love: Played straight in that she never notices the Ace Cadet having the hots for her. Subverted in that she's too smitten with monsters and monster hunting to do so in the first place.
  • Quest Giver: Although you often receive Caravan quests from other clients, she's the person you go to in order to initiate and cancel said quests.
  • Terrible Artist: Her drawings of monsters are very childish. She even mentions that most people who see her drawings burst into laughter.
  • Zettai Ryouiki

Street Cook

A Felyne chef recruited by Capital C Caravan. He can cook the player meals before going on quests in order to grant him or her improved abilities and special skills.
  • Bucket Helmet: Of the cooking pot variety. It's a wok that he wears like a typical Chinese cone-shaped hat.
  • Butt-Monkey: He gets the short end of the stick in the cutscenes. When everyone is preparing to move, the Street Cook slips on a fish while carrying a stack of bowls, his games with the Wycoon usually get ruined by something messing up his dice roll, and he slips while trying to enter a hot bath.
  • Camp Cook
  • Eyes Always Shut: He never opens his eyes.
  • Gratuitous Foreign Language: He occasionally speaks Chinese.
  • No Hero Discount: Lampshaded. He says that no matter how much the hunter has accomplished, they still have to pay for their meals.
  • Team Chef: He serves as the Caravan's chef.
  • Teleport Spam: As his kitchen becomes more advanced, the Street Cook starts teleporting between each facility in his kitchen. This isn't just a hardware limitation either; in one cinematic, which uses far more advanced graphics than the game, he's still shown teleporting as he's cooking.
  • Vitriolic Best Buds: With the Wycoon. The two are constantly making bets on you, they sometimes play games with each other, and the Street Cook mentions he spends his free time thinking of ways to prank the Wycoon. One cinematic even shows them sharing a hot bath with each other.
  • What the Hell, Player?: He gets irked if you try to have two drinks for a mealnote .
    "Hei, nya! Do not overindulge! Hic!"

Wycoon

A Wyverian merchant with an extensive network. The player can trade with the Wycoon to obtain parts from monsters not found in 4 Ultimate or duplicate existing items.
  • Catch-Phrase: "Zenny thanks!"
  • Cool Old Guy: Very old, very rich and has tons of connections around the world.
  • Corrupt Corporate Executive: There isn't any concrete proof he's this, but the Guildmarm thinks he is.
    "Doodle, I wish I could unsee what I just saw. The leer that crosses the Wycoon's face when you ask him to multiply items for you! Just what unimaginable things does he do to make those deals, anyway!?"
  • The Gadfly: He really gets a kick out of messing with people. He enjoys watching the crowd leave when he runs out of rare items, only for them to scramble over each other when he reveals he has another rare item. Some of the quests he provides also require players to handicap themselves, from going into a quest without any items, to fighting two Deviljho in the Arena without armor.
  • Intrepid Merchant: Being a member of the Caravan, he goes wherever they go.
  • Knows a Guy Who Knows a Guy: He has a lot of connections with other Wyvernian traders across many locations in the Monster Hunter world, including villages from past games. This forms the bulk of his item trading mechanics.
  • Miniature Senior Citizens: Like most old Wyverians, he's short.
  • Money Fetish: Has a thing for the Cathangea plant and the Cathangeafish species, which he describes as being "as valuable to Wyvernians as cold, hard cash."
  • Portmanteau: His title is a combination of "Wyverian" and "tycoon", as in a business tycoon.
  • Signature Laugh: His laugh is "Whee hee!"

Little Miss Forge

The daughter of the Troverian chief. She leaves Harth to serve as The Man's assistant and see the world.
  • Bare Your Midriff: She usually keeps the straps of her overalls down, exposing a lot of her midriff. When she's busy working, she wears her overalls properly, completely covering herself.
  • The Blacksmith: In addition to helping The Man make your weapons and armor, she's the one who makes all of your decorations. Some quest chains involve helping her gather materials so she can make something.
  • Child Prodigy: Despite her young age, she's a very accomplished blacksmith.
  • Daddy's Girl: It's clear she adores her adoptive father.
  • Drop the Hammer: Besides carrying one around herself, she seems to be incredibly fond of hammers. At one point you gather items to help her create a special hammer (which she gives to you as a present) and later on she forges a superior hammer for her Pops after he breaks his old one.
  • Genki Girl: The cutscenes show she's a very energetic girl.
  • Happily Adopted: She loves her adoptive father wholeheartedly.
  • Sixth Ranger
  • Token Mini-Moe: She's the only child in the caravan.
  • WTH, Costuming Department?: In-Universe, she thinks that plaid and polka dots are cool armor designs.

     Ace Hunters 
Appearances: 4 / 4 Ultimate

An elite team of hunters that the Guild sends on particularly dangerous missions.

Tropes common to all of the Ace Hunters:

  • The Ace: It's in their name, after all.
  • Chekhov's Gunman: The first time you're likely to see three out of four of them is as your instructor during the weapon training quest. The Ace Commander is seen as part of the hunters that help out in the introduction before this.
  • Badass in Distress: You have to rescue them and the Ace Palico from a Gore Magala during 4-star quests.
  • Guest-Star Party Member: They join you as AI-controlled helpers during the fight against the Rusted Kushala Daora.
  • The Worf Effect: Their "Ace Hunters" status is used to show how deadly the Gore Magala is; two of them are sent to hunt the Gore Magala, and it manages to do a number on the pair, forcing you to bail them out and repel the Gore Magala.

Ace Commander

The leader of the Ace Hunters, the Ace Commander is a very critical man who takes his job very seriously.
  • Can't Catch Up: The Ace Gunner eventually reveals in some minor dialogue that he feels this way towards the player character after witnessing all that s/he has accomplished, although he doesn't harbor too many ill feelings about it.
  • The Comically Serious: For someone so serious, he can end up in pretty funny situations sometimes, such as reciting the Ace Cadet's pun-riddled dialogue, or pretending to forget how to use a weapon in order to distract the Ace Cadet.
  • Ironic Echo: When the Ace Commander was a rookie hunter, his recklessness resulted in the Master of Defense being forced to save him from a Kushala Daora at the cost of a Career-Ending Injury. He spends much of the postgame blaming himself for it and failing to comprehend why his mentor would do such a thing. Cue the Rusted Daora battle, where he does the same thing for the Ace Cadet—and the situation would almost have ended in a similar fashion, had not the other Ace Hunters dived in to save the day. At the end, the Master of Defense passes his prized camp knife to him, and long after that the Guildmarm points out how he's beginning to pick up some of the Master's habits.
  • It's All My Fault: He blames himself for the Master of Defense's Career-Ending Injury; see Trauma Button below.
  • No Social Skills: Of the Not Good with People variety. He will sometimes try to tell you something, but choose to keep it to himself in the end. The Ace Lancer even tells you that he considers you as his best friend even though he couldn't spit it out. At one point he even gives you a short lecture on sharing Guild Cards...then claims that he must be the most popular person on the planet because he has four of them. Now go and count how many members of the Ace Hunters there are.
  • Offscreen Moment of Awesome: During the Where Are They Now cutscene, he and the Ace Gunner prepare to drive off an attacking Dah'ren Mohran. Later, after defeating the Rusted Kushala Daora, he mentions how he managed to finally get over his fear of Rathians and has even hunted and defeated one without any more trouble on his part (see Trauma Button).
  • Sergeant Rock: He may be strict around his subordinates, but it doesn't diminish their importance to him.
  • The Stoic: Tries so hard to be serious most of the time. Of course, he doesn't always succeed especially when Kushala Daoras and Rathians are involved. He eventually gets better, though.
  • Trauma Button: The mere mention of Rathians makes him lose his composure a little. This is explained after a quest to hunt a Pink Rathian to upgrade the Street Cook's kitchen: While hunting a Rathian with the Master of Defense, a Kushala Daora intruded on their hunt. He nearly gets beaten down by it, only for the Master of Defense to defend him by taking a Career-Ending Injury from the Elder Dragon's attacks.
  • Tsundere: Rare male example, towards the player character of all people. Overlaps with a platonic version of Cannot Spit It Out, since (as the Ace Lancer reveals) he considers you his closest friend after saving his men from the Gore Magala incident.
  • We Need a Distraction: During the "Ace Cadet trying to impress the Guildmarm" quest line, he feigns forgetting how to use his weapons in order to distract the Cadet from trying to risk life and limb.
  • Weapon of Choice: The Dual Blades.

Ace Lancer

An acquaintance and former traveling companion of the Caravaneer, and the Ace Palico's mentor.

Ace Gunner

The only woman in the Ace Hunters, the Ace Gunner possesses keen instincts that help her on the field.
  • Ambiguously Brown: She has dark skin that makes her look African.
  • Deadpan Snarker: Often takes friendly jabs at the Ace Commander's stubborn attitude.
  • The Empath: Often has insights on how other characters feel or think. See Hyper-Awareness.
  • Gut Feeling: She relies on her intuition to get her out of trouble while on quests, and even tells you to do the same should you get lost during an Expedition.
  • Guys Smash, Girls Shoot: Not only is she the only woman in the Ace Hunters, she's also their only gunner.
  • Hyper-Awareness: Her keen situational awareness and decision making, combined with her intuition, are described to be her greatest assets. It's heavily implied that not even a Chameleos is able to hide from her.
  • The Medic: Seems to play this role for the Ace Hunters, and will mention how important it is to properly treat wounds when spoken to in town.
  • Offscreen Moment of Awesome: She manages to track and capture a Rathian by herself while the player hunter was busy dealing with a Seregios.
  • Stripperiffic: Tame compared to typical examples, but whereas the other Ace Hunters are in full sets of armor, her outfit seems to primarily consist of a halter top, hot pants and a trailing skirt.
  • Sugar-and-Ice Personality: Acts a bit distant and isn't afraid to tease the player Hunter, but quite obviously cares for everyone around her.
  • Weapon of Choice: The Light Bowgun, specifically a Rathling Gun with Long Barrel.

Ace Cadet/Excitable A-Lister

The youngest member of the Ace Hunters, the Ace Cadet is an outgoing, if reckless young man. Reappears in World as a member of the Fifth Fleet, having been selected by the Commission to be one of the Hunters sent to the New World.
  • All Love Is Unrequited: He has a huge crush on the Guildmarm, which she barely even notices. Played for Laughs during the quest chain in which he constantly tries to impress her by hunting monsters way out of his league—and the Guildmarm falls in love with the monsters instead.
  • Born Lucky: He mentions that he always gets rare random drops like gems and plates on his first try, and he manages to get out of many dangerous situations unscathed.
  • Butt-Monkey: Some cutscenes in 4U show him getting the short end of the stick, whether it be him being late to the Master of Defense's departure or getting pushed aside by a hunting party as he's flirting with the Guildmarm.
  • Fool for Love: He'll do anything for the Guildmarm's affections, including trying to hunt down a Rajang, trying to bag a Gore Magala, and not laughing at her sketchbook when everyone else did.
  • Leeroy Jenkins: Is way too eager to run headlong into dangerous situations, as evidenced by the outrageous hunting plans he had in mind for wooing the Guildmarm. This almost gets him killed during the battle with the Rusted Kushala Daora, had not his comrades intervened.
  • The Medic: During the Rusted Kushala Daora boss battle, he's in charge of healing you and the rest of the group using an infinite supply of Lifepowders. He does it again during Nergigante's attack on Zorah Magdaros in World.
  • Pungeon Master: Incorporates monster names into his sentences as puns. By the time of World, he tries to keep it under control, but lets some slip from time to time.
    "Long time, no Ceadeus!"
  • Weapon of Choice: Eventually resorts to the Sword and Shield, although at the beginning you'll see him carry either an Insect Glaive or a Charge Blade at different points.

     Dundorma 
Appearances: 2 / 4 Ultimate

The multiplayer hub for 2. At the start of 4 Ultimate, it has been heavily battered by a dragon attack, and the spends much of the High rank caravan story arc rebuilding it before the next attack. Dundorma serves as the main headquarters of the Hunter's Guild.

The Professor

An elderly Wyverian scientist. He gets put in charge of studying the Frenzy Virus during the Dundorma questline.

Research Assistant

The Professor's assistant, she's a young Wyverian with a laid-back attitude.
  • Brilliant, but Lazy: Is the one whose research helped the Professor create the Wystones. Her habit of procrastinating is just as well known as her intelligence, though.
  • Eyes Always Shut: Likely to show how carefree she is.
  • Professional Slacker: While she's not much of a slacker as most other examples, she delays coming over to Dundorma by hanging out in the Ancestral Steppe village for a Spot of Tea. The Seltas Queen attacking the steppes only served as an extra justification for her laziness.
  • Sixth Ranger: Joins after the other Dundorma characters.
  • Spot of Tea: She's not British, but she sure does love her tea. Players can even see her pouring a few cups at her shop counter. It's even implied that she's one of the members of the Guildmarm's "Tea Lovers' Club".

Master of Defense

A retired veteran hunter who has been summoned Dundorma to restore its defenses.
  • But Now I Must Go: Leaves after the Rusted Kushala Daora has been successfully repelled.
  • Career-Ending Injury: He used to be a prestigious hunter before suffering an injury that forced him to retire. He suffered this injury while protecting the Ace Commander from a Rusted Kushala Daora.
  • Good Scars, Evil Scars: He has a diagonal scar across his face.
  • Tragic Keepsake: Some of the Ace Hunters point out how he carries his camp knife with him at all times, even though he's already retired from hunting. It's most likely to remind him of the accident that resulted in his Career-Ending Injury. In the end, he chooses to pass it on to the Ace Commander before leaving Dundorma.
  • Sixth Ranger: He's summoned to Dundorma after the Hunter begins the high-rank Caravan quests.

His Immenseness

A massive Wyverian living at the top of Dundorma. The Hunter meets him for the first time before the Rusted Kushala Daora battle and can freely come and go from his space in G-Rank quests.
  • Badass Grandpa
  • Bizarre Alien Biology: Unlike most older Wyvernians who shrink with age, His Immenseness is... well...immense.
  • BFS: Carries a gigantic Longsword that appears to be 3/4ths of his height.
  • Big Ol' Eyebrows: That curl down past his mouth.
  • The Giant: His Immenseness is almost as big as a Rathalos.
  • Large and in Charge: The ruler of Dundorma City is around as tall as a three-storey building.
  • Reasonable Authority Figure: As the ruler of Dundorma, his number one concern is protecting the people within it, and he's quite amicable despite his position.
  • The Don: Once you clear the very final Egg Syndicate quest involving a Crimson Fatalis, the Relay Hunter sends you a message from their leader—which happens to begin with a rather familiar Verbal Tic that only His Immenseness is fond of using.
    "Harrumph! Egg-cellent work! I knew you had the eggs to pull it off!"
  • Verbal Tic: Likes to clear his throat with a hearty "Harrumph!" before speaking his mind. This is your clue as to who the real leader of the Egg Syndicate is.
  • Wrestler in All of Us: His Immenseness has been known to wrestle with Lao-Shan Lungs from time to time.

    Bherna Village 
Appearances: Generations

A mountainous shepherding village that hosts the Wycademy, a research group dedicated to surveying monsters. The local Hunter's Hub serves as the Wycademy's main office, while the village also hosts a Palico Ranch. Unfortunately for the Wycademy, their scholars have to double as members of the Hunter's Guild.

Tropes that apply to the village in general:

  • Fantasy Counterpart Culture: The design aesthetic for the village is based on the mountain villages of Switzerland and Tyrol.
  • Grumpy Bear: Many of the Wycademy researchers stationed in Bherna aren't too happy about being forced to take up positions normally relegated to Guild members, and will take their anger out on you if you talk to them.

Bherna Elder

The village elder of Bherna. One of the few human village elders.
  • Cool Old Guy: He tends to act in a calm and reasonable matter.

Bherna Gal

The guild appointed sweetheart for Bherna. Wants to turn Bherna into a serious tourist destination.

Chief Researcher

A member of the Wycademy and the Wycademy Hunter's chief superior during the single player campaign.
  • Mistaken Identity: Mistakes the hunter for his deputy at the start of the game. Even after realizing his mistake and apologizing for it, he continues to task you with finding information on monsters, but at least keeps rewarding you for your efforts.
  • Perpetual Smiler: Is always seen with a smile on his face. The Bherna Gal doesn't know how he does it, stating that hers would cramp up if she tried smiling all day, not helped by the fact her shoes are incredibly tight.

Manvil Smithy

A Wyverian blacksmith servicing Bherna.

Purr-prietress

A female Felyne that serves as the village chef.
  • Ambiguous Gender: Averted, as her name and her hair show. Although the hair might be a wig.
  • Supreme Chef: Comes up with all the dishes that are served in Generations.

Flight Cattendant

A Felyne that runs an airship dock. Lets the Wycademy Hunter travel between villages.

Ranch Paw

A Felyne that runs the village Palico Ranch.
  • Ambiguous Gender: Has no given gender. For simplicity's sake, will be referred to with masculine pronouns.
  • Verbal Tic: Averted. He speaks perfect English, but catches himself and forcibly injects the typical Lynian puns into his speech.

Meowstress

A young Wyverian girl that works as a Palico Scout.

d'Artanyan

Local leader of the Meownster Hunters.

Guild Manager

The manager of the Hunter's Hub.

Wycademy Gal

A Wycademy researcher that doubles as the guild sweetheart for the Hunter's Hub.

Gourmew Chef

A... rather large... Felyne that serves as the Hunter's Hub chef.

    The Soaratorium 
Appearances: Generations

An research airship used by the Guild to scout out new areas and the monsters that live in them. Acts as a fifth "village" where the Ruined Pinnacle quests are first made available.

  • Cool Airship: It's a massive airship used to conduct monster research, and is adjoined by bridges to a merchant ship where you can purchase items and Horns, a pub on an airship that serves as the venue for G-rank Hub quests.

Wyventurer

A young Wyverian boy who leads the Soaratorium, he is an upbeat boy who is determined to stop Valstrax from harming people.
  • A Child Shall Lead Them: He leads the Soaratorium despite his young age.
  • Heroic B.S.O.D.: After some Kokoto villagers were injured by a Gravios while looking for signs of Valstrax for him, and the hunter was attacked by Valstrax, he feels incredibly guilty and depressed about what he's done, since it all could have been avoided if he followed the orders to retreat. It takes words of encouragement from the village chiefs and the chiefs convincing the Wycademy that the Wyventurer is the only person who can stop Valstrax to snap him out of it.
  • Keet: The other residents note that the Wyventurer is quite perky and energetic.
  • Screw the Rules, I'm Doing What's Right!: Despite being ordered by the Wycademy not to engage Valstrax, he chooses to ignore it because he believes the Soaratorium is ready to stop Valstrax. Unfortunately, his rashness causes people to get injured and the hunter to be attacked by Valstrax, triggering a Heroic B.S.O.D. in him.

Pub Manager

A mysterious and sultry Wyverian. She acts as something of the "Village Elder" for the Hunter's Pub.
  • Everyone Calls Him "Barkeep": Her name is Lavanda.
  • Lady of Adventure: Used to be a hunter, with Wehner as her hunting partner.
  • Retired Badass: Used to be a G-Rank Hunter and the Questender's partner before retiring for unknown reasons. It's hinted to be because or Wehner, who retired due to a hunt that proved too dangerous for the two of them.

Questender

A courteous of shy and quiet bartender and Guild Receptionist in the Hunter's Pub. He seems to know a few closely kept secrets, but keeps them to himself.
  • Bald of Awesome: Used to be a hunter.
  • Cool Shades: Wears a pair of round sunglasses, which might actually be an armor piece.
  • Everyone Calls Him "Barkeep": And he actually is a Bar Tender. His name is Wehner.
  • Retired Badass: Used to be a renowned hunter until the Bloodbath Diablos convinced him to try something with a longer life expectancy.

Mewstress

The Meowstress's younger sister. Wears a similar outfit, but based on a Melynx rather than a Felyne.
  • Cheerful Child: She's a young, cheerful Wyvernian girl who's always drawing in a sketchbook or dancing to the current music and gets excited about trading with Horns Coins.
  • Everyone Calls Him "Barkeep": Her real name is Felicity, or Millsy in the Japanese version.
  • Global Currency Exception: You buy items from her with Horns Coins, a special currency earned from doing G Rank quests.
  • Hair Decorations: She wears a pair of cat ears.
  • Token Mini-Moe: She's the younger sister of Catalina, making her the youngest Wyverian to appear.

    Astera 
Appearances: World

A village built by the First Fleet after they set foot on the New World and serves as the base of operation for the Research Commission.

Hunters of the Fifth Fleet

The player hunters of World.


  • The Ace: As all PC hunters are. They get a lot of recognition for this trait though, especially among the older fleet members and the leadership.
  • The Chosen Many: The Fifth was comprised mostly of fresh hunters, and a lot of the game progress is attributed to their collective efforts, not just a single hunter, allowing the plot to make sense whether the quests are played solo or as a group.
  • Experienced Protagonist: A good deal of hunting experience and skill was needed to qualify for the Research Commission, implying these hunters have a bit more experience than the usual greenhorn from previous games.
  • Genius Bruiser: While they're mostly charged with field work, it's subtly made clear that the Hunter's not just Dumb Muscle. It's them who collects field samples (including noticing and tracking details past hunters would overlook, like footprints and evidence of past battles), and their private quarters include piles of books and a work desk that appears well-used. Additionally, they can sometimes be seen taking out their notebook and writing something in it as a post-victory animation.
  • In-Series Nickname: Quiet a few actually. Your handler calls you Pard. Most of the commission will refer to you as Fiver, referencing your position with Fifth Fleet. Other Fifth Fleet hunters call you A-Lister as you're one of the fleet's elite hunters. Eventually, the entire commission refers to you as Sapphire Star, literally naming you their guiding light.
  • Schrödinger's Player Character: Downplayed. All the other player hunters are assumed to have arrived with you, but in your game, it's your Hunter who works with The Handler and acts as the fleet's representative at council meetings.
  • Silent Protagonist: As usual, although they emote a bit more than in the past.
  • Weapon of Choice: Downplayed. Because the cutscenes do not show your character using any of your equipped weapons, the only tool you see them using is the Slinger. They do get pretty creative with it however, introducing a few mechanics that the player could not think of.

Handler

Voiced by: Eden Riegel (English), Makoto Koichi (Japanese)

In a departure from the previous games where you'd have a few guild receptionists serving all hunters, the Astera expedition assigns handlers to each individual hunter to find their hunter missions and take care of the paperwork. The player character's Handler is a very energetic, cheerful girl happy to explore new ecosystems and figure out what's best to eat.


  • Audience Surrogate: Both your character and she are newcomers to the continent, but since you're a Silent Protagonist, it's up to her to ask the questions.
  • Big Eater: Whoo boy... Rather than manning an actual desk, she parks her ass at the Astera canteen and commandeers one of the tables for herself, covering it in a mountain of books and keeping a plate of food at her side. One of the NPCs also notes that her field guide has rather...meticulous notes as to which of the local flora are safe to eat. Heck, her motto is even "If in doubt, take a bite!"
  • Damsel in Distress: Often in cutscenes, but it's resolved by the time the player is given control again. The one instance it's played completely straight in gameplay is when Deviljho first arrives in the New World, she ends up on its back when it attacks the Great Jagras that was initially attacking her, and the player has to topple it before she loses her grip and becomes Jho's lunch.
  • Deuteragonist: The protagonist role is split fairly evenly between your silent self covering the action side of things and the Handler taking care of the dialogue and moving the plot along.
  • Genki Girl: She is very energetic to say the least, often joining your Hunter in venturing to unexplored locations and meeting the potentially dangerous local monsters face to face.
  • The Handler: Duh.
  • Leeroy Jenkins: Stop me if you've heard this one: You enter a new area, the Handler immediately rushes off to explore, and runs right into a Monster. Better yet, stop her. This is lampshaded when the scholars lay down the ground rules for hunting Deviljho by making very specific mention of her having to sit this one out. Unfortunately she's already in the forest working on a personal project before she can even be warned. The Scholars don't realize this until it's too late.
    Lively Scholar: Due to the extreme danger Deviljho presents, no one except the Research Team will be allowed to enter the Ancient Forest. That means the Handler needs to be on standby at camp. It's far too dangerous for her to be in the Ancient Forest.
  • Youthful Freckles: She has a light dusting of them across her nose.

Field Team Leader

Voiced by Matthew Mercer (English)

Grandson of the First Fleet Commander, born and raised on the New World.


  • BFS: His signature weapon is a Bone tree Greatsword.
  • Big Damn Heroes: First show up to rescue the Handler from a hungry Great Jagras.
  • The Mentor: Since he was born and raised on the New World, he is already an experienced Hunter and teaches your Hunter some basic tips and introducing certain characters to you.

Commander

Voiced by: Jamieson Price (English)

De facto leader of Astera, the Commander was a member of the First Fleet who set out for the New World about 40 years before the events of the game.


  • Badass Baritone: Courtesy of Jamieson Price.
  • Badass Grandpa: Served as a Hunter before joining the First Fleet, set up Astera after they landed on the New World, and has been leading the village ever since.
  • Borrowed Catchphrase: Occasionally ends his speeches with "We're the ones to get it done!" This is Caravaneer's Catch-Phrase from 4 Ultimate. Like him the Commander says it whenever something big is about to go down.
  • Oh, Crap!: A very calm and reasonable man, even he has a moment of panic when he hears that a Deviljho is spotted in the New World. Given that it's Deviljho, his reaction is warranted.

Meowscular Chef

The head chef at the Astera canteen.
  • BFS: He has a sword strapped to his back that looks a lot like Guts' Dragon Slayer, albeit with a broken blade.
  • The Big Guy: He's about a head taller than the other Felynes and way more muscular.
  • Chef of Iron: Astera's premier chef, former battle-worn field agent, and still the toughest Felyne in the New World.
  • Rated M for Manly: He towers over other Felynes, has a scarred and rugged appearance, maintains a Badass Armfold at all times, wields a sword almost as big as he is, has a title that explicitly alludes to how brawny he is, and is always boasting about how his food will make you tougher and stronger than you already are. He's about as masculine as a cat can get.
  • Retired Badass: He worked alongside a Hunter of the First Fleet later revealed to be the Admiral before retiring from the field to work as a chef.
  • Large and in Charge:Leads the chef-felyne and is the largest felyne in the series period.
  • Mundane Utility: That massive BFS he has? It's main use is as a cooking knife, and occasionally a spatula.
  • Supreme Chef: His cooking is so good that many people volunteered to go on the expedition to the New World just to enjoy his food.

Second Fleet Master

Voiced by Xander Mobus (English)
The leader of the Second Fleet and the blacksmith of Astera, he is the one that craft new and improve the equipment of Hunters for the challenges of the New World.
  • The Blacksmith: It's his job.
  • Eyepatch of Power
  • Genius Bruiser: As both a blacksmith and an engineer, his duties require brains and brawn both.
  • Gadgeteer Genius: He's implied to have built the contraption that is Asteria's forge.
  • Hopeless with Tech: averted despite his advanced age, which sets him apart from the other older characters. He even complains about them not using the slingers!
  • Ultimate Blacksmith: Downplayed considering he's also the only blacksmith, but he can handily make Elder-dragon weapons if you can bring him the right parts.

The Seeker

Voiced by Keith Silverstein (English)
A Wyverian and one of the member of the First Fleet who set out for the New World. He ventured out alone to investigate the cause of the Elder Crossing, emerging from isolation to catch up with the current situation of the latest Elder Crossing with the player Hunter.
  • Be Careful What You Wish For: Wanted to discover the true cause of the Elder Crossing. He got it in the form of Xeno'jiiva and almost got killed by the awakened monster.
  • Blade on a Stick: Is always seen with a Insect Glaive that have a First Fleet flag wrapped around it that interestingly, seems to lack a Kinsect.
  • I Work Alone: Downplayed, he set out alone to discover the cause of the Elder Crossing on his own but still cares for his companions, telling the player Hunter to informs the others that he is fine.
  • We Will Meet Again: Told the player Hunter this on their first meeting. You meet him again with the Admiral at the Confluence of Fates, the domain of Xeno'jiiva.

The Huntsman

Voiced by Matthew Mercer (English)

One of the member of the First Fleet, the Huntsman is an accomplished Hunter that serve the Commander as his right hand man.


  • Badass Armfold: Is often seen sitting with his arms crossed, although it is mentioned by other characters that sometimes he is actually asleep while doing so.
  • Badass Baritone: Has a deep, booming voice, even deeper than the Commander.
  • Badass Grandpa: Just like the Commander, the Huntsman is one of the oldest Hunters to still remain on Astera, and yet is still active enough to fight monsters.
  • Big Damn Heroes: Shows up out of nowhere on Zorah Magdaros's back to fend off Nergigante that is attacking the player Hunter and other Hunters.
  • Friendly Rivalry: He believes hunters should foster this kind of relationship — based on mutual respect, but also a constant drive to match and surpass one another.
  • Hopeless with Tech: Noticeably does not uses the new Slinger and Scoutflies introduced in World, because he doesn't understand how things have changed since his time.
  • The Faceless: His face is never revealed in the game, even in the celebration feast after the defeat of Xeno'jiiva where everyone is eating and celebrating, he is still seen wearing his helmet.
  • The Lancer: Serve as the right hand man of the Commander.
  • Mythology Gag: He is very much a nod to the "Old World way" (i.e. the player characters of previous games). He never shows his face, he uses an older set of armor specifically designed for blademasters, and he doesn't take advantage of new gameplay features like slingers or scoutflies.
  • Still Wearing the Old Colors: The only Hunter that is still wearing the older generation of Rathian Blademaster Armor.
  • Weapon of Choice: A Rathian Longsword, possibly Wyvern Blade "Verde" or Wyvern Blade "Holly".
  • Worthy Opponent: As the plot turns to Elder Dragon hunts, he regards past experiences with another Teostra fondly and is excited to fight one again. As he said it himself "... What? Teostra! Ha ha! My old friend. My old enemy ..."

The Admiral

Voiced by Richard Epcar (English)

The man in charge of the entire Research commission. Though he leaves planning to the Commander and spends most of his time exploring the New World he does check in for time to time and keeps tabs on what his people are doing.


  • Badass Grandpa: We never get to see him fight, but he never backs off and conversations imply he's one of the very best fighters in the fleets. He's also one of the older members.
  • Big Damn Heroes: Is forced to abandon the fight with Xeno'jiiva to get the Seeker to safety, but he returns just in time to save you from a likely fatal fall.
  • Bold Explorer: Unlike other members of the Commission, the Admiral mostly keeps to himself and explorers the New World alone. He keeps in contact, but otherwise tends to work alone.
  • Boisterous Bruiser: He's big, strong, likes a good fight, is loud, and laughs a lot.
  • Genius Bruiser: He's implied to be one of the Commissions best fighters and also shows a lot of intellect, both via observations. More or less a requirement to lead the Research Division.
  • Hopeless with Tech: Like the Huntsman, he doesn't make use of the slinger. He says it's because he's too big for it to work right for him, nobody believes him.
  • Large and in Charge: He's the big boss and towers over everyone else.
  • Mildly Military: Does very little actual commanding and mostly roams the new world doing his own thing, to the point of being absent for the whole Zorah Magdelous fight.
  • Wild Hair: Has a mane of long, unkempt hair. Combined with his height it makes him look rather intimidating.

     Research Base 

An outpost located in the Coral Highlands and crewed by scholars from the Third Fleet. Originally an airship converted from the flagship of the Third Fleet, it has been grounded for some time as of the start of World.

Third Fleet Master

Voiced by Sally Saffioti (English)/Hiroko Kiso (Japanese)

An elegant and knowledgeable Wyverian who led the Third Fleet to the New World. A specialist in many fields of study, she oversees the Research Base.

  • Ahem: If she has a quest for you, this is how she tries to get your attention when you approach her.
  • Aloof Little Sister: The younger sister of the Analytics Director. He seems to be intimidated by her and their relationship is implied to be strained.
  • Barefoot Sage: She does not wear shoes, displaying her clawed Wyverian feet.
  • Berserk Button: Played for Laughs when the Player Character apparently tells her she's a lot like her brother.
  • Catch-Phrase: Tells you to "...run along now" at the end of most of her quest-related dialogue, even in quest descriptions.
  • The Comically Serious: Most of the humor surrounding her comes from her stoic but eccentric behavior.
  • Death Glare: According to the Analytics Director, she broke his glasses by glaring at him the first time they saw each other in twenty years.
  • Dramatic Pause: Virtually all of her dialogue begins with or includes these.
  • Hair Decorations: She has a pin and several feathers in her hair.
  • It Seemed Like a Good Idea at the Time: She came up with the plan to cross the Great Ravine with balloons twenty years ago. It might have worked, too, were it not for a territorial Legiana grounding them. She does not regret it, though, and is actually baffled by the suggestion.
  • Smoking Is Cool: She is usually seen reclining in her study with a lit pipe.

     Ancient Civilization 
Appearances: Lore

An ancient civilization that mysteriously vanished during times of old. Though extinct, remnants of their culture remain, most notably the various Towers, the Dragonators, and the Artian armor. Though they have never made an official appearance in the games, they are a major part of the lore, setting off the events that occur in the games, specifically the Elder Dragon attacks that frequently take place.

Tropes that apply to the Ancient Civilization:

  • Angry Guard Dog: Or Angry Guard Monster in this case; the Ancients have trained some monsters to act as guards in order to protect their settlements from outsiders. The most notable one is the Frontier exclusive Duremudira.
  • Bullying a Dragon: They treated the Elder Dragons around them like mindless cattle that only exist to fuel their scientific research despite knowing how dangerous they are. The dragons did not take it well.
  • Death by Irony: The Fatalis trio melted them and wore them as armor, similar to how they (and hunters in general) would kill monsters and turn their remains into armor, specifically to enact this trope.
  • Flesh Golem: They created the Equal Dragon Weapon, a hulking monstrosity made from the corpses of hundreds of dragons, during their pursuit of science. Fortunately, it was never put to use.
  • For Science!: Their main motivation for everything, whether it be building towers from slain Kushala Daoras or creating a Flesh Golem from hundreds of dragon corpses. It's what led to their demise.
  • The Ghost: They have never appeared in the games, instead being mentioned only through lore.
  • Nice Job Breaking It, Hero!: Their unethical treatment of the Elder Dragons around them is what caused them to become aggressive towards humans in general, setting off the games' events.
  • Pet the Dog: Despite their cruelty to the monsters around them, they have accepted some of them as their equals and treated them as such. The only one known thus far is the Explore exclusive Nefu Garumudo.
  • Posthumous Character: All of them were killed by Elder Dragons prior to the games' events.
  • Sins of Our Fathers: Their callous treatment of the Elder Dragons they shared their home with caused them to hate humanity in general, including modern humans who had nothing to do with it.
  • What Measure Is a Non-Human?: They cared very little for the monsters around them, treating them as nothing more than mindless cattle. This behavior came back to haunt them with a vengeance.


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