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  • Abnormal Ammo: Really, it's amazing what you can load into your Bowgun. From seeds and raptor teeth to Whetstones and live fish.
  • Absurdly Sharp Blade: Or Hammer, or Lance, or Horn, or Glaive. Normally, your weapon will dull as you use it and become unable to cut through certain monster parts, resulting in a bounce effect. However, if you possess the Armor Skill "Mind's Eye", your weapon becomes able to cut through anything, regardless of its Sharpness value or the monster part being attacked (although you still experience reduced damage). As of World, the Charge Blade specifically has a built-in powered mode for its Sword that allows you to gain this ability as an inherent weapon feature.
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  • Accidental Innuendo: The Gunlance tutorial in 4U has an In-Universe example.
    Ace Lancer: But when Gunlancers attack, their vigorous thrusts can result in an explosive climax! ...Hmm? ...Did I say something amusing?
  • The Ace:
    • In-universe, the player character is considered this after completing all of the Village and Guild Hall quests in each respective game. The NPC dialogue even changes to reflect on your achievements, with people praising your feats left and right.
    • Your Main Palico in 4/4U, who is the Ace Palico. Many other Palicoes look up to him as a sort of idol, especially the ones occupying Cheeko Sands. You, on the other hand, are just his minion.
    • The Ace Hunters in 4U, a group of high-level hunters regularly assigned to dangerous tasks by the Guild. In an inversion, they get hit hard by The Worf Effect and have to be bailed out at least once or twice by players.
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  • Actionized Sequel: While the games have always had a lot of action in them, World made a number of changes that help ramp up getting to the action in general, mostly through making gunners much more active participants in battle, although they aren't the only ones. The biggest changes that help are that monster tracking is now an active mechanic that will let the player quickly lock onto their monster of choice and follow them easily, whereas before it could take a little bit to find out where the monster was if you didn't know beforehand without an armor ability. Other changes include the armor system being redone so customizing skills is much easier, making crafting automatic at the player's discretion, speeding up gathering, and providing bowgunners with plenty of ammo types at the beginning of a mission, instead of only a select few types based on the monster meaning they spend less time crafting desired ammo types. There are lots of little changes like that to help the player jump right into fighting large monsters.
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  • Acquired Poison Immunity: The more you apply the poison status to a monster, the more resistant it will become to poison. The same holds true for other status effects.
  • Adaptive Ability: Played with regarding Deviant monsters from Generations and Generations Ultimate, which are creatures that managed to survive encounters with Hunters, to the point where they grew much stronger and developed new methods of defending themselves. Several monsters from Frontier play this trope more literally by adapting to whatever weapon the Hunter brings to battle.
  • Admiring the Abomination: Given that this series is rife with Fantastic Science, this tends to pop up every now and then in both dialogue, quest fluff, and the Monster Journals you can purchase from the store. In 4 Ultimate, the Guildmarm is this for the Brachydios of all creatures, big time.
    Guildmarm: Those strong arms! That explosive personality! And he's right there in the Volcanic Hollow...Oh, I could faint! Be a dear, Doodle, and give him a wink for me, okay?
  • Adventure-Friendly World: The world of Monster Hunter seems to be very Schizo Tech one, with Bamboo Technology and medieval weapons created and infused with modern technology. The number one job is hunting the monsters that roam the world for the materials you can harvest from them and their habitats, and there are PLENTY of them. With the absence of airplanes and other powerful modern weapons though, the primary way of hunting them is of course getting up close and personal.
  • Aesop: No matter how vicious, scary, or outright massive the obstacle, with preparation and teamwork, you can make it fall!
  • After the End: The sheer number of ruins and ancient monster skeletons implies that Monster Hunter takes place after the fall of a great, highly advanced civilization. Turns out that said ruins of bygone days was the result of a world war between the Ancient Civilization and the Elder Dragons, eventually leading to the former's demise. In turn, the modern-day Hunters are the descendants of the Ancient Civilization's Super Soldiers, thus explaining their prodigious strength.
  • All for Nothing: Went through the trouble of trapping a monster at critical health in an Unstable Environment? Better hope that Deviljho doesn't come charging in while you're lining up to throw your Tranq Bombs. Or if you managed the task of cutting of his tail? Make sure you're clear to carve it, because getting knocked down will leave enough time for him to eat it.
  • All Love Is Unrequited: In 4U, the Ace Cadet develops a crush on Guildmarm, but she won't even give him the time of day, so you need to kill a Gore Magala before he does something stupid. At the same time, Guildmarm has a crush on a Brachydios, and they aren't exactly the human-loving type. And then before the follow-up quest to hunt a Rajang, when Guildmarm is asked if she's falling for the Ace Cadet, she responds that she's starting to fall for Rajang.
  • All Myths Are True: At this point, the Guild really should stop being surprised with monsters that they thought were Myth appearing. The Fatalis trio, Garuba Daora, Dalamadur...
  • All There in the Manual:
    • In earlier titles, some bits of information and trivia about monsters can only be found by reading the in-game Monster Encyclopedia, the contents of which players can even expand by purchasing Monster Info books from the store. Quite a few important hints on how to deal with certain monsters can be easily missed by glossing over said info books.
    • The female Guild receptionists encountered in the games actually have real names despite the prevailing Everyone Calls Him "Barkeep" policy, as revealed on this Japanese wiki (name translations can be found at this subreddit thread).note 
    • A good amount of backstory for the Monster Hunter world has been revealed in Japan-only artbooks and interviews. Stuff like the origins of the Wyverians (they actually evolved from reptiles), why human Hunters are able to accomplish superhuman feats (they're descended from the Precursors' Super Soldiers), what exactly the Dragon element is (it directly attacks the mind), and the ecology for the Elder Dragons (researchers can't find a way to link them to the other monsters' evolutionary tree, for one).
  • All Your Powers Combined:
    • Many of the new non-Virus or non-Bleeding-related Skills in 4U are essentially combinations of various other Skills into one, rare Skill. This includes Skills such as Enlightened Blade (Awaken, Element Atk Up, and Status Atk Up), Clandestine (Load Up, Combination +20%, and Sneak), and Pro Dirty Fencer (Fortify, Marathon Runner, and Stamina Thief).
    • Several high-level monsters are designed to be this. The most notable examples are Alatreon and Dhisifuroa (both have access to multiple Element types unlike most Elder Dragons), Hyujikiki (can inflict all Status effects at once), and Black Flying Wyvern (can use other monsters' signature attacks).
    • The combination elements in Frontier play with this trope. These include Light (Fire and Thunder), Sou (Water and Ice), and Frozen Seraphim (Fire, Ice and Dragon).
    • Apex Monsters gain the attacks and abilities of their subspecies and close relatives. For example, Apex Diablos can use an aimed charge like the White Monoblos and jump out of the ground like the Black Diablos.
    • The special armor skills for Deviant monsters in Generations combine existing skills into one. For example, the Silverwind Soul skill on Silverwind Nargacuga's armor combines the effects of Evasion +2 and Critical Eye +3.
  • Amplifier Artifact:
    • Talismans, first introduced in Tri, are this. Wearing them can augment existing armor skills, or in rare cases, even provide an entire skill on their own.
    • The Ahtal-Ka armor set has two unique skills that amplify the effect of skill points: one adds 2 to all other skill points, while the other doubles the skill points granted by Talismans.
  • Anachronism Stew: Early on this was very prevalent; in the first game the world of Monster Hunter was implied to still be based heavily around tribal societies that operated on hunting and gathering, despite the existence of advanced metallurgy and chemistry. Subverted by later games when it was revealed that agriculture does exist and hunters exist primarily to protect humanity from the giant monsters and dragons that live in the wilderness, with gathering food being a lesser priority; in most cases after the first game when hunters are tasked with gathering food it's usually either part of the tutorial quests teaching you about barbecuing, or hunting for rare delicacies that can't be easily farmed like monster guts or unique mushrooms.
    • Most interestingly, the bowguns pre-date the bow weapon in Monster Hunter. Presumably society managed to retain the basic chemistry needed to mix gunpowder, even though they forgot how to make spring steel. (hence crossbow-driven firing pins)
  • Ancestral Weapon: Weapons come with a description that can fit either this, Empathic Weapon, or Evil Weapon. While most seem to be merely flavor text, others carry more disturbing implications.
    • Every Fatalis type weapon or armor piece that doesn't praise the dragons as gods will have flavor text ranging from "rivers of blood" to "eternal darkness" or "glittering divine light". To make matters worse, the flavor texts briefly hint — in a sinister fashion, no less — that all pieces of Fatalis equipment could eventually drive their wielders insane or outright kill them if used too much.note  What's more, Unite strongly hints that said equipment somehow retains their source creature's regenerative powers...
      • There's a gigantic ancestral Fatalis Great Sword in a cave next to Pokke Village that is held in check by having fragments mined from it. The blade regenerates more Fatalis materials in between quests.
    • Tenebra - "A dark blade that pulses with the lifeforce it saps from any who wield it..."
    • Every single Dire Miralis weapon. If its description isn't about setting everything on fire, then it's about The End of the World as We Know It. The flavor text of the long sword says a single swing can set the world ablaze for seven days and nights.
    • The Gigginox hunting horn. "A coffin-like weapon sealed with Gigginox hides. At night, the wails of the dead emanate from the inside." It sounds like a description befitting a black metal hunting horn.
    • All of the Gogmazios weapons not only have despair and the netherworld as their theme, but a number of them also look like epitaphs, coffins, or torture devices.
  • And There Was Much Rejoicing:
    • Naturally, defeating the flagship monster of the game results in this. Special mention, however, goes to Portable 3rd, which features a festival for which Yukumo invites people from across the realm (explaining several cameos from previous games).
    • Defeating the final boss of the single-player quests, typically an Elder Dragon, will also result in this.
  • And the Adventure Continues: With Xeno'jiiva's defeat at the end of World's' story, the mysteries behind the Elder Crossing are solved and the Commission's mission is technically over... But they're given the option to stay in the New World to continue their research.
  • And Your Reward Is Clothes: Played with — straight in that you usually make either armor or weapons with materials gleaned from dead or captured monsters, while averted in that the "clothes" are far from useless, with many being awesome and completely practical. Since you are making clothes out of monster parts, you can pick and choose what you make, so getting a full set is actually a lot easier than just getting anything that looks good (that and the prospect of Set Bonuses). Sometimes you will actually obtain an exclusive piece of armor for accomplishing certain tasks like completing the Arena quests.
  • Anti-Air: If you detonate a Flash Bomb within the eyesight of a flying monster, they will come crashing to the ground and writhe helplessly for several seconds.
  • Antidote Effect: Who actually bothers with the Lightning Rod? Same with the Tranq Shot (which, like every Shot, will default to the Ammunition/Coating storage, which ends up saving space for valuable equipments, carves and gathers). This trope is averted with status-healing items, including Antidotes themselves. The real-time battle system means that using such items to keep your health/stamina/mobility up are a prerequisite for not dying.
    • No longer the case for Tranq Shots in World, where the increased ammunition capacity and separate loading for each type of shot greatly enhances their usability.
  • Anti-Frustration Features: There are a few in place.
    • The Farm mechanic used in Freedom 2, Tri, 4/4U, and Gen/GenU is one of the most notable, allowing you to multiply the amount of natural items in your stock that don't belong to monsters or are acquired from rocks. Item Farming is definitely still there, but at least they make it so you can focus on gathering monster materials rather than having to spend hours gathering herbs, honey, and the like. World made this even easier, with a quickly upgraded Ancient Tree that allows plants, mushrooms, honey, and insects to be quickly multiplied.
    • Ever wanted to cook Raw Meat en masse? 4/4U has you covered with the Fancy Spit, a kitchen upgrade that lets you cook up to ten chunks of Meat at once. If you get the optional Cook's Spit upgrade, you can cook up to 15 chunks of Meat in one go. Generations has the Rife Roast, which automatically cooks up to ten Meat during a quest.
    • High Rank missions usually deliver supplies late, which can be extremely punishing if one or more players forgot their Hot or Cold Drinks in areas with extreme conditions. In 4/4U they will always have Cold or Hot drinks always ready at the beginning, hunters simply have to head back to base to get them.
    • One of the more tedious non-quest aspects of the earlier generation games involved checking and maintaining the Farm after each quest to produce new supplies. In the third and fourth gen games, they remedy this by allowing hunters to place an extended item order with the farm liaisons, to be received at a later time (e.g. after 3-5 quests) for bigger item gains. The Wycoon in 4U even lampshades this:
      Wycoon: "After all, who wants to request multiplying items after every single hunt anyway? Heh!"
    • Normally, being in open desert areas during the day will sap at your health unless you use Cool Drinks or Chilled Meat, or have enough points in Heat Res for Heat Cancel. Both Jhen Mohran and Dah'ren Mohran are fought in a massive expanse of desert, but unlike regular desert maps, the Great Desert doesn't have the health-draining heat property.
    • Before Tri, the only way to finish a quest was by completing the objectives, abandoning the mission, or failing it, the latter of which penalizes you in cash. When the third generation rolled around, the Subquest system from Dos made a return, which lets players complete optional sidequests for extra profit...but this time, it also gave the players another way to complete quests without risking the loss of zenny and gathered items from failing it, by choosing to "End via Subquest" from the in-game menu. 3 Ultimate didn't use it, for whatever reason, but every game since has. World added the ability to "Return from Quest", which ends the quest without the full reward but includes bonuses for breaking off Monster Parts and items collected without any other penalties.
    • Village Quests used to only go as far as upper Low Rank in terms of difficulty, or in the case of the Updated Rereleases, High Rank note ; G-Rank level monsters could only be fought via the Gathering Hall, which means said monsters are scaled up for multiplayer hunts. In 4U, once you hit the highest level Caravan Quests (10* difficulty), you can unlock G-Rank monsters whose health pools are scaled for single player, mitigating some of the incredible difficulty G-Rank is notorious for and allowing players easier access to loot.
    • The most well known anti-frustration feature happens to be the consolidation of Online-only quests into Offline single player, which came about with the first wave of Portable games on the PSP. Prior to this, certain monsters and powerful endgame equipment can only be accessed by going online, greatly limiting the amount of content for many players and screwing everyone over once the servers are shut down. Once the Freedom/Portable series was introduced, getting one's hands on the advanced content was no longer a matter of being forced to connect to a server...except in the case of Tri, which inexplicably went back to the PS2 "Online-only" model for High Rank.
    • In the early generations, Khezu technically cannot spot you, which disables the "panic run" (which depletes your Stamina faster than the standard run) but also prevents you from doing a panic dive. In 4 and 4 Ultimate, it can now grant "spotted" status, allowing you to dive as well as to shift the camera in its direction if it's in the area but you can't find it.
    • This is the point of the beamed eighth notes for the Hunting Horn in Generations. When you strike a monster with the Horn, the note you played becomes a beamed eighth note. If you play a song entirely composed of beamed eighth notes, you will not only play the new song, but you'll also repeat the last song you played and gain its Encore effects. Not only does this save significant time by removing the need to replay music, it also enforces the intended Magic Knight playstyle of the Horn as opposed to standing in a corner and playing White Mage while you cheer on your friends doing the actual work.
    • In Generations, hitting a monster while it's mounted no longer carries a chance of knocking the mounting player off. Instead, the reverse has been put into effect; getting hits in helps to increase the topple meter. This is further helped by now allowing the whole party to see just how far the meter is progressing.
    • Gathering has been made much easier in Generations as well. Previously, the fastest way to gather items was to crouch, then press the A button every time the player got an item. Now players can just hold the A button to gather items continuously, which is even faster. There's also Prowler Mode, which is one of the best ways to make gathering fun — Palicoes have infinite stamina and don't require specific gathering tools (pickaxes, bug nets, fish bait, etc.) in their inventories. Palicoes also can't use human items, meaning they can enter a gathering run with a completely empty item pouch — a vital bonus for getting as much out of a gathering run as possible. Beyond this, the Transpurrter — a Felyne with a barrel that sits at your base camp — will allow a hunter a once-per-quest service of bringing back a decent chunk of your goods directly back to your item box back home, which will give you a second chance to go out gathering with a nearly refreshed item pouch. And for "account items" that cannot be given to the Transpurrter, you can simply drop them in the red deposit box at any time, even if they're not a quest objective (in previous games, only quest objectives could be placed in the deposit box).
    • The overhauled weapon upgrade system in Generations is all about this, allowing most materials used for upgrading to be selected from a category, with the specific items there as more of a progress gate than requiring three hunts for a single lucky drop. Additionally, every weapon will eventually reach a viable (though not necessarily ideal) endgame strength if upgraded enough, reducing the old problem of a player getting wedged when they discover their only good weapon caps out at rarity six.
    • Low-rank armor sets in Generations generally don't require Rare Random Drop components like Plates, giving the Desire Sensor less chance to discourage new players by denying them items before they properly understand the game.
    • Generations Ultimate does this twofold for Hunting Horn.
      • Hunting Horn buff notifications are moved to the bottom of the screen, alleviating the old problem of buff popups blocking the center of the screen.
      • You can add a Song cheat sheet to the bottom screen. A common practice is for Hunting Horn mains to stick a Post-It to their 3DS or other related object with a handwritten Song list on it to remember what Songs they have; this function removes the need entirely.
    • Generations Ultimate also introduces Trap dismantling. A recurring issue is if you set a Trap, but the monster doesn't run over it and it fails to trigger, the party is forced to wait for that Trap to despawn before another can be set. Generations Ultimate enables you to destroy Traps manually by walking over a set Trap and interacting with it, significantly hastening this process.
    • If a subquest says to hunt an "intruder" monster (as in, one that can appear but is not part of the main objective), it's a guarantee that that monster, and only that monster, will intrude on your quest (as opposed to there being a pool of different randomly-chosen intruders). So if the subquest tells you to hunt a Velocidrome or Rathian, you know that only those monsters can interrupt. Of course, this isn't exactly an Anti-Frustration Feature if the monster mentioned in the subquest is, say, Deviljho...
    • One of the main draws of World is that it streamlines or simplifies many, many, many of the mainstay features from previous games to make the game more accessible without detracting from the game's complexity. These include:
      • Scoutflies, which are explicitly designed to make area navigation easier. The vastly increased scale and detail of the areas in World can make it very easy to lose track of things and make it very difficult to find gathering points and large monsters. The scoutflies helpfully navigate you towards gathering points and monsters you walk past so you don't miss anything, and will lead you to large monsters given you pick up their trail.
      • Actively-updating command guide at the top right corner of the screen that allows you to check which combo options are available to you at any given moment.
      • In-game weapon upgrade tree that tells you which weapons upgrade into what.
      • You can now consume items while moving, and the infamous "flex" pose and belly rubs have been removed. This is balanced out in some cases, however. For instance, Potions now take a short amount of time to apply healing effects instead of applying them instantly, and if you dodge or get hit during that time the healing stops. On that note, though, the player can dodge out of consuming a potion to gain part of the healing effect and avoid getting hit, so even a partially consumed potion still gives some benefit.
      • You can no longer use Potions when at full health, which prevents you from accidentally wasting them. Attempting to do so will cue an animation where the Hunter pulls out the Potion, then stands around confused for a moment before putting the Potion back.
      • Weapons can be reverted to their previous forms, refunding the materials but not the money. However, there are "checkpoints" after which reverting is impossible.
      • The Canteen is available during a quest, located at the base camps, allowing you to eat again if you forgot to eat. In addition, the option to eat again in a Quest becomes available 10 real-time minutes after eating or starting the Quest (if you ate before leaving), allowing you to regain food buffs if you got carted.
      • The Wish List mechanic allows you to remotely access the materials required to craft a chosen piece of equipment and see when you've obtained all the materials.
      • Whetstones, Pickaxes, and Bug Nets now have infinite uses and do not take up inventory slots.
      • The new heartbeat monitor function toys around with this. While it does give the player a very rough estimate of the monster's health, it doesn't really gauge its health so much as it gauges its aggressiveness and activity; depending on the monster in question and its temper, the heartbeat monitor has a tendency to fluctuate between low pulse and high pulse regardless of its health.
      • The minimap also informs you when the monster is exhausted and when it's near death (meaning you can Capture it), the latter of which could only seen in previous games with a specific Armor Skill.
      • You can set certain items to "Auto-Craft" in your Crafting Menu. When the required materials are collected, they will instantly be converted into the result item, removing the step where you have to go into the Crafting Menu and craft each item manually.
      • The Sharpness gauge is now made more explicit, as it is now a literal gauge that decreases as you use your weapon.
      • The tent at Camps allows you to manage your Item Box while on the field, just in case you're fighting multiple targets and need to change gear in the middle of the Quest, or forgot to bring something from your Box and need to retrieve it.
      • Gathering has been further streamlined; in addition to the change in Generations that allows you to hold the Interact button to continue gathering, for most non-rare plant-based Gathering Points and all bugs, you can simply hold the Interact button while walking past them and you will grab them while running, removing the step where you stop and kneel to pick the flowers/catch bugs.
      • Speaking of which, instead of using a limited use item to catch bugs as in previous games, bug catching has evolved into straight-up grabbing the bug the same way you would a plant (although the Capture Net can still be used on them if you feel like it).
      • Kinsect upgrading has been further simplified from Generations and Generations Ultimate; the feeding component of the upgrade process has been removed completely and Kinsect upgrades are now functionally identical to weapon upgrades, expending materials to move the Kinsect down an evolutionary tree. Kinsect Elements are also now separate from the Kinsect itself and can be given to your Kinsect at the cost of some materials and a reduction in a given stat, and Kinsect Elements can now be changed at any time by simply expending more materials.
      • In previous games, a large part of the metagame would involve figuring out a monster's weaknesses and resistances, weak points, breakable parts and what they drop, and their drop tables. World takes all the guesswork out of monster hunting completely with the Monster Field Guide feature, which updates with new data as you track and hunt monsters and tells you all of that information flat-out in an easily accessible in-game manual.
      • Inventory management has had a complete overhaul. There are now three distinct item pouches: one for usable items and consumables, one for your ammo, and a new third one entirely for inert materials gathered from mining, carving, ect., which makes it all but impossible to overburden yourself beyond being able to pick up your carves at quest's end. Materials are also automatically deposited in the item box upon return to town and sit invisibly in their own section, removing most of the clutter when trying to arrange one's pouch. Further, infinite-use gear that is bolted to your character (capture net, fishing rod, ect.) or managed from the equipment screen (mantles) doesn't occupy inventory slots at all.
      • Account items and objective items on delivery quests don't even take up space temporarily, being instantly delivered or converted into points.
      • In previous games, entering High Rank for the first time would present the player with a rather nasty Difficulty Spike—High Rank monsters hit much harder, but since you haven't fought any yet, you're stuck with Low Rank gear. In World, the Final Boss of Low Rank drops a set of materials from an Elder Dragon that allows you to make some decently powerful High Rank gear to start with, making the transition to High Rank much less painful. What also helps is the fact that your first High Rank target is a Pukei-Pukei, who even as a Low Rank monster is on the low tier of aggressiveness and attack power.
      • Lucky Vouchers, the daily reward for joining an online session, make one quest give every possible reward if completed, regardless of the usual drop chances for each individual item. If used on the right quest, this can guarantee you a Rare Random Drop the Desire Sensor would otherwise have a field day with. In an AFF for the Lucky Vouchers themselves, up to five days' worth can be claimed at once, making it harder to miss them.
  • Anti-Grinding: In 4 and 4 Ultimate, if you're not G-Rank yet, the Guild Quests' levels are this. At Level 31, a Guild Quest will upgrade from Low Rank to High Rank and its HR requirement will be bumped up by three. At Level 100, the quest will upgrade again, from High Rank to G Rank, and the HR requirement will increase yet again. This puts a cap on how much you can farm the same quest until you increase your HR accordingly; alternately, you'll just have to get a fresh new quest to use, either randomly from Expeditions or from other players. There's also the matter of monsters getting tougher as you level up their respective quests; a Level 1 Velocidrome is merely a Fragile Speedster Warm-Up Boss, while a Level 100 one is a Lightning Bruiser.
  • Apocalypse How:
    • Continental, Physical Annihilation; towards the end of the Low Rank questline in World, it's revealed that the Zorah Magdaros that was supposed to have died in the Rotten Vale has instead redirected its attention toward the Everstream, a network of underground energy that connects the entirety of the New World; if it dies there, the bioenergy it releases will surge into the Everstream and overload the network, making the entire New World go kablooey and take everything and everyone on the continent with it. The last few Quests in Low Rank are thus spent trying to avert total annihilation.
    • Global, Societal Collapse; the current world is a semi-industial, partly hunter-gatherer society built on the remains of an older, much more technologically advanced Ancient Civilization. The Ancient Civilization had machinery and biological engineering capabilities far more advanced that what seems to be currently viable. A lot of their research was based on ethically questionable methods that involved treating Elder Dragons like cattle. The final straw was Kushala Daora being hunted to near extinction to use their metallic hides to build the Sky Corridor, causing the Fatalis trio to strike back in retaliation. This led to a war between the Elder Dragons and the Ancient Civilization which led to the complete collapse of society, with the survivors eventually becoming forming the Hunter's Guild and attempting to live more in balance with nature.
  • Arbitrary Headcount Limit:
    • Hunting parties have a limit of up to four people. It was mainly a gameplay decision, as the online mode versions of Large Monsters and Elder Dragons are balanced around being beatable by a 1-4 person team. From an in-game lore perspective, it's because a team of five hunters went against a Lao-Shan Lung and the fifth member got killed.
    • Only two Large Monsters can be on the map at any one time. This becomes advantageous in multi-monster hunts and when fighting Qurupeco, because the last thing you need is three or more Deviljhos breathing down your neck.
    • If an Elder Dragon is present, no other large monsters can show up, as if the Elder Dragon counts as two large monsters.
    • As of World, these limits have been increased. 3 large monsters can now appear per map. Multiple Elder Dragons can be on the same map (and can even fight one another!), and, while hunting parties are still limited to a maximum of 4 at a time on the same mission, the pre-hunt lobbies are now able to host up to 16 players, who can freely change around what other players in said lobby they hunt with.
  • Arbitrary Mission Restriction: Several quests throughout the series play with the usual limitations:
    • One Episodic Quest in 4 Ultimate requires you to deliver Fulgurbugs. The quest bans you from bringing any of your own items (instead, you have to use the items provided in the supply chest). Why you can't just yoink Fulgurbugs out of your Item Box if you have them already and instantly complete the client's request (which the limitation prevents) is never explained.
    • The second capture quest for each Deviant Monster in Generations once again requires you to initiate the quest with an empty Item Pouch. The quest description does state that supplies will be provided, but not why you're not allowed to bring in your own items.
    • Generations Ultimate has the G4 quest for each Deviant, wherein the number of faints to quest failure drops from three to one. This is once again mentioned in the quest description, and once again without any rationale to the tightened limit.
    • The Investigations in World have this as their main gimmick. Investigations you can partake in can have one or more limiting factors tacked on to increase the Quest's difficulty, such as restricting the number of players that can join the Quest or adding or subtracting the maximum number of carts you can take before the Quest fails.
  • Arc Number:
    • "4" for Generations. There's four Hunting Styles, four villages, four flagship monsters, and the "X" in the logo even divides the square behind it into four parts. According to Word of God, most of this was completely coincidental; they just happened to want four flagship monsters and four Hunting Styles and such.
    • "5" for World, where the player character is part of the Fifth fleet. It also introduces the "Tale of the Five", a Creation Myth centered around five dragons, and has five maps, all on the first game of the fifth generation of Monster Hunter.
  • Area of Effect: Some items heal or buff up all players within the area, such as Lifepowders and support Horns. In addition, the Wide-range skill will transfer the effects of some self-healing items to all other players in the area. For example, rather than just carrying one Antidote Horn that takes time to apply its effects and has a chance of breaking with each use, you can also carry 10 Antidotes that will work all the same with less activation time.
  • The Artifact:
    • In 4, you can trade for materials of monsters that don't appear in the game. Some of these monsters were added to 4 Ultimate, but you can still trade for their parts. This includes Cephalos/Cephadrome, Daimyo Hermitaur, Ukanlos, and Chameleos.
    • The "X" design in the logo of Generations is retained from the Japanese logo, although it no longer means anything due to the change in title.
    • Generations and Generations Ultimate recycle several maps from previous games, but certain areas that previously featured unique setpieces no longer serve any special purpose.
      • In tri- and 3 Ultimate, Deserted Island area 1 features a wooden gate leading back to Moga Village. In both versions of Generations (and the older Portable 3rd, incidentally), this gate is simply an impassable wall. Area 4, meanwhile, is home to a Giggi nest, but Giggi don't appear in either version of Generations, so their visible burrows are seemingly abandoned.
      • In 4 and 4 Ultimate, the Sunken Hollow (later Volcanic Hollow) features gigantic webs holding Gypceros carcasses due to local Nerscylla preying upon them. However, in Generations and Generations Ultimate, where the Volcanic Hollow returns, the webs and Gypceros carcasses are still there, even though neither monster ever appears in this area in those games, and no large monster ever appears in Area 5 (the Nerscylla's nest). At least these features are explained in 4 and 4 Ultimate; Generations and GU don't even give you the rundown on why one-third of the areas are a web-filled horror show.
      • Heaven's Mount from 4 and 4U doesn't appear proper in Generations, but its base camp does, and that's only because it's shared with hunts that take place at the Sanctuary. You can clearly tell that the boulder at the camp is blocking the path to the rest of the Heaven's Mount map.
    • In High Rank you will occasionally be dropped off somewhere besides camp, forcing you to take extra steps to retrieve supplies. You also have the chance to spawn in a hidden area with rare gathering points. The random location spawn still happens in World but is close to pointless since the game introduced fast-travelling to camps outside of battle and removed secret spawn points. The other key risk of this High Rank quirk is still present—there's a chance you may spawn right in front of your target...
    • World features the Gathering Hub, an online multiplayer lobby, just like previous games. The thing is, those previous games were offline until you entered the Hub, and there was a separate list of multiplayer quests. World is always online, and any quest is multiplayer if other people happen to join. There's really no reason to bother going to the Hub anymore unless you're going to take on an Arena Quest.
  • Artifact Title: The Moga Woods is named the Deserted Island in Guild documents such as quest files, as the island's human population is supposed to have evacuated the island due to a series of unnatural earthquakes caused by Ceadeus (but a few strings are pulled in order to allow the villagers to stay). The name might've made sense in tri- and 3 Ultimate where Moga Village is the player's base of operations and they're trying to stop the earthquakes so that the villagers can stay safely, but in 3 Ultimate's village High Rank campaign, the source of the earthquakes has been eliminated (as a result of the Low Rank campaign) and the evacuation order has been called off, yet the map is still officially called Deserted Island. Weirder yet, characters from Moga appear in Generations and their dialogue makes it no secret that Moga is still thriving and it's implied that some time has passed since the earthquakes, yet the game still refers to the Moga Woods as the Deserted Island.
  • Artificial Atmospheric Actions: In some of the games' gathering halls (such as the Gathering Hall in 4 and the Hunter's Pub in Generations Ultimate), the game tries to give the impression that the hall is crowded with fellow Hunters by having a continous crowd chatter sounds, even though the number of NPCs present can be counted on one hand and very few of them are shown talking unless you speak to them. You can collect Guild Cards so that other Hunters do appear (for Hunters for Hire), but all of them are silent. And while you can have up to four players present in the hall and chatting with each other, the chatter sound clearly sounds like more than four people.
  • Artificial Stupidity: Your CPU-controlled Felyne Comrades and Shakalakas, while generally useful as support characters, aren't exactly the brightest minds on your side:
    • They will often follow you if they're not targeting a monster or gathering items, which means if you're presently fighting a large monster, they'll most likely get whacked around to the point of retreating and depriving you of support. They will do this even if their headwear makes them deprioritize or outright avoid attacking large monsters. If your allies are offense-oriented (such as Shakalakas with the False Felyne Mask and Palicoes with the Fighting Forte), being near the monster is the whole point, yes, but it's particularly bothersome if your allies are geared more towards non-combat support (such as Shakalakas with the Nulberry Mask and Palicoes with the Healing Forte).
    • They're oblivious to any hazards a monster may have left on the ground, like Brachydios's slime, meaning more often than not, they'll just walk into it. This is worse with the Palicoes, which tend to go into a panic the instant they get slimed, cutting you off from any meaningful support until they explode.
    • They will refuse to heal themselves just because they're low on health or put out status ailments and blights that their abilities can prevent. If they do use them, it's because you commanded them to (for example, the Shakalakas' Nulberry mask is triggered by a Signal) or because you are in need of healing yourself; healing themselves is simply a side effect.
    • While the Palicos are smart enough not to attack a monster you're mounting, they still stand right next to the monster while it's trying to shake you off, getting hurt in the process.
  • Art-Style Dissonance: The series is known for dangerous, scary monsters rendered in a gritty, photo-realistic art style, and all the human characters are rather realistic-looking as well. On the other hand, Monster Hunter also has a goofy sense of humor, NPCs that use weird groans and wild gesticulations instead of actual language, and pun-slinging talking cats...playing these games can be kind of a weird experience, to say the least.
  • Artistic License – Biology: A well-done steak of the size the hunter is shown to eat should leave someone short of breath/in a food-coma, rather than instantly letting them sprint for days. On the other hand, optimal cooking makes the most nutrients biologically-available. (Colour-text aside, edible meat comes in 3 flavours: undercooked — rare steak provides minimal stamina recovery, overcooked — burnt meat which might drain stamina, and just right — well-done steak provides greater stamina recovery.) Additionally, you can receive 2 or more tails from a monster after cutting it off, one from carving the tail and receiving it as the reward, one off of the monster's body as a carve reward, and again as a quest reward for hunting the monster or because of carve-boosting meal skills.
    • This is somewhat implied that you aren't taking the whole part, you are only carving off the parts you need with the names simplified(such as "monster tail" meaning you may be taking tail scales or vertebrae)
  • Ascended Glitch:
    • In 4/4U, rolling at a climbable wall and pressing the button before the roll finishes allows the hunter to grab on while completely skipping the animation to do so, even with their weapon drawn. This was most often used to spring right back off again, making for one of the quickest ways to perform an air attack. Come Generations, the Aerial Style's signature move is performed near-identically.
    • In P3rd, a glitch allowed a player with the Auto-Guard skill using a Gunlance to automatically guard attacks while firing shells and performing quick reloads. This was turned into a game mechanic for the Charge Blade, and in Monster Hunter Generations Ultimate, the new Valor Style adds such "Guard Points" to many other weapons, including the Gunlance, who regains its infamous ability from P3rd as an intended feature.
  • Ascended Meme: There are a couple:
    • The game's much-loathed Desire Sensor was named as such by players who desperately needed just that one rare part from a monster — any monster — yet failed to get it even after dozens upon dozens of hunts. Cue Capcom officially releasing T-Shirts with the words "Desire Sensor Begone!" emblazoned in front.
    • Two of the game's most feared monsters, Rajang and Deviljho, tend to get pitted by fans against each other in dream matches. Then came the Monster Hunter 10th anniversary video, in which Rajang is shown barreling down from the sky and landing in front of a Jho. The two behemoths immediately go into Rage Mode, roar in unison, and engage in a staredown. To say nothing of the quest in 4U that pits you against both monsters at the same time.
    • Deviljho's Fan Nickname of the "pickle" has become this in World, with a number of pickle references and jokes in its quests.
  • Attack Drone: The Insect Glaive's Insect Swarm Hunter Art summons a swarm of bugs that flies around you. While the effect is active, the swarm will attack monsters standing in direct proximity to the Hunter.
  • Attack Its Weak Point: For the higher rank monsters, this is the only way to inflict decent damage to them. Traditionally, weak spots are found by either the "softness" when a weapon hits (fountains of blood with some hit lag as the blade is simulated to be piercing deeper flesh) or by the ease you can flinch the monster by hitting said spot.
  • Attack of the 50-Foot Whatever: The purpose of the game is to fight these things. Examples including Lao Shan Lung, Shen Gaoren, and all the other really huge stuff.
    • Taken to new heights in Monster Hunter Tri. While exploring the woods outside your town, you may encounter super-sized versions of normal creatures with increased HP but much better drops. While not as big as some of the elder dragons, they can still be quite massive, with the super-sized aptonoths appearing to be around 30 feet tall.
    • In the online event quest World Eater, you hunt a Deviljho so huge you barely come up to its ankles. Its attack power and range increase proportionally.
    • Coincidentally, the trope is inverted in the form of several monsters (usually unique to specific quests or events). Namely, the Phantom Uragaan, in which it's almost one-tenth of the the size of a normal Uragaan but retains all of its power (normal Uragaan are around 2500cm, the Phantom is around 400 cm). The equally tiny At Bird's Hill Yian Kut-ku (making the Kut-ku and chicken parallels all the more appropriate). Lastly, the high-pitched, tiny Khezus, which shoot dangerous normal-scale lightning.
    • Frontier manages to beat them all with the Laviente. He's so big that up to 32 players can hunt him at once in 8 groups of 4 hunters each (it's a server-wide battle) AND has an entire quest just to get carves off of him. Just look here if you want to see for yourself. And even then, it can't be completely carved, although that one is an inventory limitation.
    • The offline Monster Hunter games finally get a creature to rival it with 4's Dalamadur, the first creature in the Colossal size category to not be a type of Laviente.
  • Attention Deficit... Ooh, Shiny!:
    • While battling monsters, sometimes they'll drop a flashing object on the ground. These are often referred to as "shinies" by players and will either be a Tear or Sob item (which are both worth a decent chunk of change) or a random and potentially very rare drop from that monster. Of course, true to this trope, some players actually try to get the "shiny" as soon as possible even though the monster is still in the same room (and possibly still attacking), as the shinies will disappear after a set time. The Hellblade Glavenus deviant in Generations actively encourages this, as it has an item that can only be obtained from a shiny drop — you cannot get it from carves, broken parts, quest rewards, or capture rewards.
    • When a large monster gets low on stamina, some (like Tigrex and especially Deviljho) will stop attacking to snarf down any old piece of meat that has been conveniently placed on the ground where they can see it, ignoring the bloodthirsty hunters who are right there attacking it. Of course, never mind that the hunters themselves probably drugged the meat and placed it as a trap... And in the case of Deviljho, severing its tail might make it decide to snack on it if there's no other monsters or food around.
  • Awesome, but Impractical:
    • Most of the Dual Blades that feature two elements. They look awesome at first, but in the 2nd Generation games, the combinations of elements are unwieldy, i.e. monster is weak against one but immune to the other. The notable exception is the Fatalis/White Fatalis duals, which are dragon/thunder endowed, given most end game monsters weak to thunder are also weak to dragonnote . Later games fix this by offering Dual Blades with a damage element and a status element, making them far more practical.
    • Prior to the Third Gen games, Gunlance shelling was largely seen as this due to dealing a minuscule amount of fixed (albeit unblockable) damage that doesn't scale with anything apart from the weapon's innate shelling level and the "Artillery" armor skill, and was only viewed as a quick way to extend your regular melee combos with, since Shelling also consumes weapon Sharpness quickly. Thankfully, the new mechanics introduced in Tri onwards have addressed this issue to an extent.
    • Some monster attacks. An example that springs to mind is Agnaktor's Magma Beam. It's an incredibly powerful attack that can inflict severe burns and has a great aesthetic coming off of one of the most metal monsters going, but unless it actually bothers to spin around, anyone with half an idea of what they're doing (which, by the point where Agnaktor is encountered, you should) will find it so easy to avoid that it's essentially a few free hits.
    • Pellet/Spread shots for Bowguns have huge spread and thus can hit a monster multiple times per shot, but taking full advantage of this requires being up close to the monster, which defeats the point of Gunner hunting and puts the user at risk due to Gunner armor having weak defenses compared to Blademaster armor. They get even more impractical in multiplayer, where the pellets can hit other hunters for constant knockback. World makes their effective range (as in, doing any damage) closer than the reach of a Great Sword and with rapid drop-off that means they're most damaging when fired inside the monster's hitbox. The best time to use them is situational at best - while the monster is trapped or asleep.
    • The Heroic Blade you can get in 4U by completing the Cowardly Palico quest line has a high Affinity rating and a Blast element...that's locked and needs to be triggered with the Awaken skill. It also can only be upgraded once to a Rare 7 weapon that still only has 224 Attack, and you can't even Hone it. While it may be useful for High Rank if you can somehow put together an armor set that gives you Awaken, it's straight up Vendor Trash once you get to G-rank; the Blast weapons you can get by farming Teostra, Brachydios, and Crimson Fatalis can be upgraded to be far more powerful.
    • Both Nakarkos armor sets in Generations. They look extremely menacing and both give two valuable skills, but only have one slot per armor piece, have low elemental resistance all-around, and have no other points towards any other skills. The Astral Armor's a little better with higher elemental resistances and defense, but has little to offer other than helping with Hunter Arts.
    • The Bludgeoner armor skill grants a sizeable damage boost to weapons of green Sharpness or lower. However, the damage modifiers for blue (1.20x) and white (1.32x) Sharpness are much greater than they are for green Sharpness (1.05x), meaning that in most cases, a blue-Sharp weapon with average raw can outdamage a green-Sharp weapon with Bludgeoner and above-average raw. Plus, having a lower Sharpness makes your attacks more likely to bounce off and potentially unable to exploit certain weakpoints, further lowering your damage output. While this skill works fine in early High Rank, when blue Sharpness portions tend to be short if present all, the only sets with Bludgeoner are Bone S and Konchu S, both of which are very early in High Rank and thus miss out on better skills and defense, and Akantor and Akantor R, which are very late into the endgame. Only a handful of weapons are actually useful with Bludgeoner.
    • Fortify grants you a stat boost every time you faint. In "expedition" modes where there's no limit on how many times you can faint, assuming a particular game has one (tri-, 3U, 4, 4U, and World have them, but Generations and Generations Ultimate strangely don't), this is useful if you plan to hunt for a while, but in quests this is generally a waste of an armor skill; why have a buff that increases each time you faint when you can only faint up to two times and still clear the quest? This is worse in multiplayer, where the 3-faint limit is shared amongst the party; it's possible that you can't make use of this "cart boost" at all because your teammates took the first two carts.
  • An Axe to Grind: And there are quite many to grind:
    • The Sword and Shield and Dual Blade classes will occasionally switch out said swords for hatchets.
    • The Great Sword class has a few 2-handed axe designs, most notably the Cera Cymmetrynote , one of the strongest Greatswords in the series across many titles.
    • The Black Belt Hammer and Ceanataur Head Axe are actually huge, two-handed battleaxes with spikes along the more prominent of their head's two sides.
    • The Switch Axe (introduced in Tri) is a Swiss Army Weapon which resembles an axe by default but can transform into a greatsword.
    • The Charge Blade from MH4 is another Swiss Army Weapon, whose default form resembles a large Sword & Shield but can combine into a long-reach, two-handed battleaxe.
    • The Pandemonium's Root from World is a weapon made from the Elder Dragon Vaal Hazak and, despite being a huge and sharp looking axe, is actually a hammer, with all the k.o. poential and inability to sever tails that classification implies.
  • Background Boss:
    • Tri and Portable 3rd have Jhen Mohran. It swims in the sand surrounding the sandship the player is on, only occasionally getting close enough to attack directly. Most of the rest of the fight is using cannons and ballistae to damage it from afar. Its second phase is fought on foot, making this a Zig Zagged Trope.
    • 4/4U basically opens with Dah'ren Mohran, which is almost identical except for having a single Dragonator-like horn instead of two tusks. The opening fight only requires fending off an already injured Dah'ren and doesn't move on to the second phase. Later rematches have one at full health with both phases. Both phases are nearly the same in strategy as with Jhen, so again only the first phase counts.
    • In 4/4U's online mode, Dalamadur spends most of the fight slithering around the outside of the arena with only part of its body moving through the area the player can move around in.
  • Background Music Override: Generally speaking, if the battle music suddenly changes, something more powerful has showed up:
    • Monster Hunter Tri has four possible battle themes for each stage: The Great Jaggi/Baggi theme, each stage's normal Monster Battle theme, the special track for the Arena, and the theme for the online-only nomad beast "Deviljho". Each overrides the themes before them (Jaggi/Baggi < Stage = Arena < Deviljho). Monster Hunter 3 Ultimate adds a few more songs to the mix, thus becoming Jaggi < Arzuros < Stage < Nargacuga < Zinogre < Brachydios < Tower = Arena < Deviljho.
    • 4 and 4 Ultimate introduce a slew of new themes, each having a different degree of overriding privilege, but of note is the theme used for monsters in Apex status, which has maximum BGM priority, overriding even the Arena's and Deviljho's themes.
    • Generations gives the Deviant theme maximum priority as well, even over the Arena theme.
    • World adds the theme for the High-Rank wanderer Bazelgeuse, which like, Deviljho's overrides all other themes. Of course, once it attacks, you soon understand why it starts off sounding like an Air Raid siren. World's first DLC pack added the Deviljho, whose theme overrides Bazelgeuse's.
  • Badass Adorable:
    • Your Felyne Comrades, or Palicos in 4U.
    • The playable Prowlers in Generations, Felynes which can dish out just as much hurt to monsters as any hunter.
    • In games based on Moga Village, Cha-Cha the Shakalaka. 3 Ultimate adds Kayamba.
    • Poogies in Frontier, where they take the place of Palicos.
  • Badass Boast: The Argosy Captain in Tri, on the concept of trade: "Men die, but trade lives on!"
  • Badass Cape: A lot of upper High Rank and G Rank armor sets will include a really awesome cape. Thankfully, it's not a hindrance in combat.
  • Badass Normal: The Hunters in general, though one tends to wonder how "normal" they are. Zig-zagged a bit since later games reveal that Hunters are the descendants of Super Soldiers from a fallen ancient civilization.
  • Bag of Holding: The storage boxes and the hunter's (unseen) item bag. Q: How does a hunter store dozens of claws carved from the Giant Enemy Crab? A: In a Bag of Holding, of course! Guildmarm in 4U even lampshades this.
    Guildmarm: Take me with you! Put me in your Pouch! ...What do you mean "I WON'T FIT"!?
  • Bag of Spilling: Downplayed and lampshaded in the opening of World. It's heavily implied everyone in the Commission fleet had to leave most of their gear at home, since there's only so much space on the ships. Depending on character creation, the PC might start with a basic set of armor, but loses whatever weapon they had during the Action Prologue. Of course it could have been much worse, one NPC hunter seen during the initial tour laments she had to ditch all her gear just to make it ashore.
  • Bandit Mook: The moment a wild Melynx (black Felyne) sees you, it'll rush up try to steal something from you. If it succeeds, it will try to escape as soon as possible. You can retrieve your stolen items by attacking the Melynx before it escapes, or checking their stash at the large cat statue in that area. Gypceros and Chameleos are also noted for occasionally stealing items (though it isn't their defining trait), and in their cases you won't get the item back.
  • Battle Couple:
    • Rathian and Rathalos are implied to operate like this. They're actually the female and male of the same species, and their descriptions often refer to them hunting together as a couple. There are even a few missions that pit players against a Rathian and Rathalos together. During these hunts, one of them will become enraged if the other one is hurt too much. In World, they will actively seek out and protect their counterpart if both are present on the same map and one is attacked.
    • The giant wolves Kamu (male) and Nono (female) Orugaron from Frontier are the Fanged Beast versions of the Rathalos and Rathian. Unlike the Raths, they often fight in tandem, and the Hardcore versions even gain major power boosts should either of the pair get hurt or fall in combat.
    • Teostra and Lunastra are an Elder Dragon battle couple. Subverted, however, in that prior to World they are never fought at the same time due to the game's One Steve Limit mechanic regarding Elder Dragon-type bosses. However, played devastatingly straight in World; they gain a new attack that combines both of their Nova Blasts. They're also the only large monsters that don't fight each other, making the quest to hunt both at once one of the hardest that doesn't require special unlock conditions.
    • Lolo and Ray Gougarf from Frontier are another pair of Fanged Beasts that are always seen together. This is justified, as their primary combat gimmick happens to be Magnetism Manipulation, but subverted in that the two have wildly different temperaments and behavior, with Lolo being the more headstrong of the two and Ray being a Cowardly Boss.
  • The Battle Didn't Count: You can get your own literal version of this in Generations with the "Felyne Insurance" meal skill. If anyone in the party is holding onto this skill, the first faint of the party doesn't count, effectively giving you four carts instead of three.
  • Battleship Raid: Jhen Mohran in 3 and Dah'ren Mohran in 4 are more of this than Colossus Climb, since they're vaguely ship-shaped dragons that swim in the sand. You begin the fight on the deck of a sandship, engaging them in a cannon duel, and then proceed to a boarding action (optional but recommended) where the dragon's back is shaped conveniently like the deck of a very long ship. Dah'ren takes the trope even further; it has a back-mounted spike that can be fired just like a missile to disable parts of your ship, if you don't destroy it during the boarding action. (Demolition charges are, again, optional but recommended equipment when boarding.)
  • Bears Are Bad News: Portable 3rd introduces Arzuros, the first bear-like monster throughout the series. It even eats honey to restore stamina. Also in P3rd are the Lagombi, a hare-like bear that lives in cold regions, and the Volvidon, an armadillo-like bear that lives in hot places. Generations introduces Redhelm Arzuros and Snowbaron Lagombi, Bonus Boss versions of these ursines (but not Volvidon, oddly).
  • BFG:
    • Bowguns in general, but Heavy Bowguns in particular. Special mention goes to the Ultimate Lao-Shan Cannon, an anti-materiel rifle on steroids.
    • The Gunlance is technically a short range BF flamethrower-shotgun.
    • The Gunhammer appears to be this, but subverts it due to being a pure melee weapon with no ranged capability.
    • The Demolisher in 4U is a giant anti-Elder Dragon cannon that can knock the wind out of a Rusted Kushala Daora in one blast. It returns in Generations Ultimate, this time used on a Lao-Shan Lung.
  • BFS: Comes in four varieties; the bulky Greatsword, the slimmer Longsword, the smaller Charge Bladenote , and the Swich Axenote . Some examples:
    • The Akantor Broadsword (Great Sword) is absolutely humongous even compared to other Great Swords.
    • The Huge Dragon Sword "Olympus", which makes even the Akantor Broadsword seem tiny.
    • The Tenebra is a Long Sword that's bigger than most Great Swords and is even bigger than its own sheath. Makes more sense when you consider the sword contains what looks like a miniature black hole. note 
  • Big Damn Heroes:
    • It's implied in some minor dialogue that the Felyne rescuers who haul injured hunters back to base camp perform this regularly. Of course, they don't do it for free, either; The Guildmarm notes that the cash penalties for failing actually go into their payroll.
    • Pulled off at the end of 4U's Story Mode. The Ace Cadet, thinking that the Kushala Daora has been slain, runs over to check on the dragon and is promptly blown away by Daora's Breath Weapon. The Ace Commander rushes over to try and protect the Cadet from a second blast, but just as they were about to be struck down, the Ace Lancer No Sells the attack with his shield, and they manage to recover and drive off the creature for good.
    • Some of the in-game intro cinematics feature this, with one or more hunters bailing out a comrade right as they're about to get killed. Here's a sample.
  • Big Eater: The Handler's character schtick in World is that she loves food.
  • Bitch in Sheep's Clothing: The High Questatrix from 4 Ultimate often lets slip how much she enjoys watching people get hurt, makes a lot of Evil Laughs, and likes to make Stealth Insults at you, before hastily adding she hopes you don't get hurt. She does acknowledge her true nature when comparing herself to the Arena Bambina.
    High Questatrix: If you think I'm cold and brutal, just wait until you see what she has up her sleeves. Heh heh...
  • Bizarre Sexual Dimorphism:
    • The Great Jaggi is an adult Jaggi; they mate with the female Jaggias, which look like mere toddlers when they stand next to a Great Jaggi.
    • The Royal Ludroths are only males of the species; the regular Ludroths are mostly female, and they are easily less than 1/4 of a Royal Ludroth's size.
    • The male Seltas is a rather fragile flying insect the size of a small car. Seltas Queen, on the other hand, is the size of a couple of tanks (and moves like them, too), flightless, and bears a wicked pincered tail.
    • Downplayed with Rathalos (male) and Rathian (female). Their builds and abilities are very similar, but they are colored differently, Rathian has more varied habitats, and how they use those abilities is very different.
  • The Blade Always Lands Pointy End In:
    • The "Throwing Knife" items. In addition to always landing (hitting) blade in, they fly perfectly straight as well. These throwing knives have diplomatic immunity from the laws of physics.
    • If you're armed with a cutting weapon, you can sever part of a monster's tail. Do this to a Glavenus's swordlike tail, and the severed piece always lands impaled vertically in the ground.
  • Blade Below the Shoulder: The Gore Magala Dual Blades.
  • Blade on a Stick: The Insect Glaive, which comes with a Kinsect to assist you.
  • Blade Spam: The Sakura Slash Hunter Art for Longsword involves the user performing a single advancing Spirit Slash, which deals numerous slashes moments later.
  • Blatant Lies: One endgame sidequest chain in 4U involves helping a Felyne of the Assembly follow alleged Hell Hunters, who are traveling across the land in search of a Lunastra and an Ashen Lao Shan-Lung. If you hop over to the Wycoon, you'll find out very quickly that neither a Lunastra nor an Ashen Lao Shan-Lung live anywhere near that particular region of the Monster Hunter world. Eventually subverted: once players complete the final quest in the chain, the felyne janitor who sent you on the quest reveals that they actually did manage to locate a Lunastra and Ashen Lao-Shan Lung after a lengthy journey, defeating them in combat and trading their materials with the Wycoon. If it weren't for the players clearing their path of other monsters, however, they probably would not have made it back to Dundorma safely.
  • Blinded by the Light: Flash Bombs, the Monster Hunter equivalent of a flashbang. It tends to only work when tossed in front of a monster who's facing the point of explosionnote , but if it's successful, it can daze a monster for a while, allowing Hunters to get free attacks in. If the monster was in the air, it's an automatic topple. This only doesn't work on monsters with no (functioning) eyes, such as Khezu and Gore Magala, or Gypceros, who has a biological flashbomb built into its forehead and developed an immunity to bright flashes of any kind.
  • Bling-Bling-BANG!: The El Dora weapons in Generations and their Lost upgrades are gilded weapons forged from gold artifacts. They're rather expensive and lacking in power compared to other weapons of their rank, but the Greatsword and Sword and Shield make up for it with high sharpness while the Light Bowgun boasts multiple slots, positive affinity, and just about every type of explosive ammo.
    • And with World we have Kulve Taroth, who drops a gilded variant of just about every weapon in the game, and a few even more elaborate, engraved weapons of her own.
  • Bloodless Carnage: Downplayed. There's little splashes of blood when you hit an enemy, but given the damage you can do, there should be far more. Most egregious is when you cut off a monster's tail; you can see muscles, bones, layers of fat and skin... but not one single drop of blood. The flesh isn't even red!
    • Played even straighter in World which downplays the splashes of blood (which indicate hitting a weak point), in favor of raw damage numbers.
  • Bonus Boss:
    • In Unite, finishing every regular monster training mission unlocks Black Fatalis. Beating him unlocks Crimson Fatalis. Beating a total of three Fatalis unlocks White Fatalis. All of them take several quests to kill and are known for their many one-hit-kill attacks.
    • 3 Ultimate has the Hallowed Jhen Mohran, which is unlocked by defeating every other large monster in the game, including subspecies, with the exception of the Savage Deviljho, Lucent Nargacuga, and Abyssal Lagiacrus (all three being Bonus Bosses on their own).
    • While all the Deviants in Generations (Ultimate) count as this, Bloodbath Diablos stands out; you have to hunt the five G Rank-only Deviants at least once before you can challenge it. And it is by far the toughest of them all.
    • In Generations Ultimate, clearing all the Special Permit quests for a particular Deviant and reaching Hunter Rank 100 unlocks their Extra Special Permit quest. The Deviants in these particular quests are much larger than normal, have absurdly high health (20,000 is the average), are more resistant to effects like stagger and stun, and can lop off half your health with a glancing blow. No provisions are provided on top of that. They're not required to beat to upgrade Deviant gear fully, but doing so will reward you with an armor palette that matches that Deviant, allows you to transmute that Deviant's armor, and puts a special icon on your Guild Card.
  • Boring, but Practical:
    • Keeping the monsters dazed with flashbangs, rooted in successive traps, or staggered by Slime explosions, and shooting them to death with a team of gunners.
    • Hunting monsters with other players, especially the full 4 member team, is easy in general. It's solo hunting monsters that can kill you in 1-3 hits that are the hard fights of this series.
    • The Fluffy Mask in Tri and 3 Ultimate. Oh, sure, it's probably the second or third mask you'll unlock, and the partner wearing will not attack, but the ability to know where EVERY large monster on the map is located, as well as their type (Brute, flying, etc.) and whether or not they're still aggressive towards you, without having to invest in the Autotracker skill is invaluable. In particular, this makes High-Rank quests and their tendency to throw Deviljhos at you at random much easier, since it decreases the odds of being ambushed.
    • Despite all of the elemental and status abilities the Shakalakas can be taught, it's usually smarter to just give them Weatherbreaker and Earplugs, which like the Fluffy Mask are obtained pretty early on. Since their attack power is much weaker and less reliable than the hunter(s) themselves, focusing on ways to prevent their supporting dances (particularly healing dances) from being interrupted and turning them into dedicated medics or White Mages is usually much more effective, even if it means doing all of the damage yourself.
    • Earplugs as a companion skill once again become this in Generations, where not only are they extremely useful for Prowlers, but it's easy enough to scout a Palico that has the skill and then spread it via the Palico Dojo. This takes a lot less effort and specialized equipment than trying to get Earplugs as a Hunter, as it's an armor skill for them and only a few armor sets can grant Earplugs.
    • In a similar vein to the employment of Shakalakas as support comrades, the Healing Forte is usually a reliable standby, especially when fighting more dangerous monsters. Having less rate of damage is a small price to pay to have healing that is done without having to use items, especially in two-player huntsnote  where you want to be able to keep yourself and your partner alive due to the "three combined faints and you're out" mechanic; the Healing Horn and True Healing Horn act as free Lifepowders and Dusts of Life, respectively.
    • While the obvious benefit of Support Forte Palicoes is their trap-setting, their Enemy Scan ability is what makes them really useful: pinpointing large monsters as they spawn, warning you when a Paintball is about to wear off, informing you when a monster is weak enough for capture, and so on. Additionally, while most Palicoes panic if a monster becomes enraged or two large monsters appear in the same area, the Support Palicoes will only panic if the player takes too much damage or is pinned by a monster. Monsters becoming enraged is inevitable, and two monsters appearing in the same area is a very common occurrence in High Rank and G-rank quests, but taking too much damage and getting pinned can both be avoided with enough skill, causing the Support Palicoes to be more consistently useful than the others.
    • While it's tempting to change the Ace Palico's default Leadership Forte into something else, it does have a very useful aspect that the other fortes don't: it never panicsnote . In fact, with the Leadership Forte, the Ace Palico often becomes stronger in a situation where most palicoes would panic.
    • Craft dozens of weapons to adapt to every situation and punish your target's elemental weakness! Or, if you use a slow weapon that deals a few big hits rather than many small blows, just go for the one with the highest raw power and clobber everything with brute physical damage.
    • The Hunting Horn's basic Self-Improvement song provides a movement speed increase, allowing you to move as fast as with Sword & Shield and Dual Blades, as well as buffing the horn itself to cut through the enemy in situations where the attack would otherwise bounce off.
    • The Leather set you start the game with in 3 Ultimate (and can buy from the start in Tri) may have pitiful defense and resistance, but it comes with a Set Bonus that grants you extra uses at gather points, extra-fast gathering, and decreases the chance of your tools breaking. The gloves and helmet are socketed as well, so if you get a weapon with a socket, you can easily increase your gathers even further.
    • Basic gathering. Until you gain access to services like item replication in 4 or personal farms in 3 Portable, it's the only way to grind for the ingredients to make important items like Mega Potions.
    • In Generations, this is what the Guild Hunting Style is being promoted as. Unlike Striker, Aerial, or Adept, Guild is a completely straightforward gameplay style that greatly resembles the gameplay of previous mainline Monster Hunter titles. That being said, this doesn't make Guild Style any less effective than the others when it comes to hunting.
    • The Haste Rain Hunter Art in Generations is like Self-Improvement for Bows. It's not very fancy as far as other Hunter Arts go, nor is it even offensive. However, casting it bumps up your movement speed significantly and decreases charge time for shots, giving you much higher mobility while allowing you to pop off more charged shots in a shorter amount of time for more damage.
    • Many Hunter Arts in Generations are flashy and deal a lot of damage, but experienced players swear by Absolute Readiness. It can be used by any weapon, charges quickly, grants a significant invincibility period, and, most importantly, automatically restores Sharpness or reloads ammo. Few Hunter Arts can compare in terms of utility. You can potentially go an entire prolonged fight without having to sharpen your weapon. This also applies to its cousin Absolute Evasion. While it doesn't restore Sharpness, it charges faster and automatically sheathes your weapon, allowing for a quick panic dive if the initial dodge didn't send you out of harm's way.
    • In World, your Palico starts with the Vigorwasp Spray. Despite being the very first Palico Gadget you have, it's easily just as useful as any of the other Gadgets you get down the line; the free healing is a godsend in the middle of large monster hunts and saves you Potions and Mega Potions, your Palico uses the Gadget with decent frequency, and at higher levels its potency rises and your Palico gain access to a stationary Vigorwasp that you can trigger on demand for free healing and Vigorwasp Delivery, a signal-based version that allows you call upon its effect whenever as long as it isn't on cooldown.
    • The Ghillie Mantle, also from World. It makes you completely invisible to monsters, who stop targeting you once you've put it on. They may sniff around and attack randomly, but aren't particularly likely to hit you if you move. This gives you time to set up bombs, traps, bait, or sharpen your weapon while then look around confused. This is in comparison to most other hunting tools, particularly other mantles, that let you float on updrafts, attract monsters, or resists elemental damage.
    • Alternatively, the Healing Booster, the first booster item you get. Other boosters might buff your damage or affinity, but having an area-of-effect healing item, especially in multiplayer, allows you to play somewhat less cautiously to finish your missions a little faster.
    • The Sword and Shield in Generations. It doesn't do a lot of damage per swing, lacks the flashy moves of the other weapons, and it being your default (as in "beginner's weapon") does not attract it to newcomers note . However, it can do a lot: charge attacks, blunt damage for stuns and exhaustion, blocking, easy ledge mounting without the Aerial Style, and its unique ability to use items while drawn give it unparalleled versatility, and a competent SnS stocked with Lifepowder and Dust of Life, or using the Wide-Range ability, can save a hunt from total disaster. The Oils the weapon can use also expand its versatility, allowing you to easily break parts, KO a monster, or pile on the pain without having to allocate skills, or amplify it with the corresponding skills in place; the Hunter Art "Chaos Oil" gives the benefits of all the oils at once and allows for maximum carnage. The Oils are tossed out in World, but are traded for the Slinger, which can still be used freely with this weapon and give a viable ranged sabotage option while sacrificing literally nothing else.
    • The Recovery Up skill. It won't improve your damage, but it will let you get more mileage out of your limited supply of healing items.
  • Boss Bonanza: A few select quests, such as the notorious "Caravaneer's Challenge" from 4U, requires you to fight at least two or more Large Monsters in the same map at the same time. Due to the difficulty in fighting two or more monsters simultaneously, one of the recommended strategies for these quests is to open with a Smoke Bomb, then run away and let the monsters kill each other.
  • Boss Game: Despite the fact there are collection quests and stuff like Treasure Hunting, boss/monster fighting takes up about 90% of the game.
  • Boss-Only Level:
    • Most Elder Dragons are fought in an exclusive map comprised of basically just the base camp and a singular area to fight the dragon in. In the case of the Underwater Ruins, the lair of Ceadeus, it's also the battlefield to fight Gold Ceadeus and Abyssal Lagiacrus.
    • In the event that you fight an Elder Dragon in a regular zone and not a specialized arena, the entire map becomes eerily devoid of any other monsters. It's justified since Elder Dragons are so strong, almost every other creature on the map has already hightailed it out of there long before you arrived. The only exception in the 2nd gen games is the "Tower 1" zone, where the entire fight is restricted to the rooftop, and the rest of the Tower below that particular area is still populated with the local wildlife.
    • The Tower is a large battlefield set in a field of abandoned ruins, and often is the location where Rare Species are fought.
    • The Sanctuary in 4 is where you fight the final boss of the storyline, Shagaru Magala.
    • Wyvern's End in Generations is where you fight the online final boss, Nakarkos.
    • The Forlorn Citadel in Generations Ultimate is the site of the Ahtal-Ka's stronghold.
    • World has four: the Great Ravine, where you first fight Zorah Magdaros, the Everstream, where you drive it off for good, the Confluence of Fates, the comet holding Xeno'jiiva, and the Caverns of El Dorado, the site of the Kulve Taroth siege.
  • Boss Rush: The "Epic/Marathon" Hunting Quests. Made particularly difficult because you can't change your weapon mid-hunt and each monster is easier/harder to deal with using certain weapons more than others (e.g Dual swords on a Plesioth is pain incarnate; a bow or bowgun with Pierce shots will make sashimi out of one). In 3 Ultimate, these missions become the largest part of the final rank chapter (9 stars). On the plus side, these quests usually give each individual monster reduced health, as they would take well beyond the 50-minute time limit if you had to fight each monster at normal health.
  • Bottomless Magazines:
    • Bows have unlimited arrows despite their quiver being quite visible.
    • While Gunlances have to reload, they never run out of ammo. Guess those bullets were just for Bowguns after all.
    • Normal Shot level one for the Bowgun, and (at least up until Unite) the Autoreload skill actually makes it so you don't have to reload, either.
    • In 3 Ultimate, limit-breaking a Light or Heavy Bowgun lets you cram more ammo into them than should be logically possible: loading all types of ammo to their max capacity at once for the Light Bowgun, and getting a huge magazine limit increase and the ability to use Wyvern Fire shotsnote  for the Heavy Bowgun. It comes at the cost of their respective Rapid Fire and Crouching Fire abilities, however, though you can return them back to normal whenever you want.
  • Bragging Rights Reward:
    • If you can clear all the training missions with all the weapons, you probably don't need that Sword Saint Piercing. Same goes for the stuff that's unlocked once you clear G Rank in Unite and Ultimate. Also applies for getting a full set of White Fatalis armor.
    • In Tri, most HR51-armorsets count (Deviljho, Alatreon, High-Rank-Ceadeus, and High-Rank-Jhen-Mohran). Getting these means you already killed everything you can kill. Multiple times.
    • In 3 Ultimate, crafting a full set of Nether armor means you've hunted literally every monster in the game, due to being made from parts from the last three monsters available, one of which requires hunting every monster before it.
    • In 4/4U, the F Bannerman set for Palicoes. If you can already defeat Akantor, chances are you've already got much better equipment for your Palicoes than the F Bannerman set provides, despite being unique.
    • The GX Esurient Armor in the November 2015 update also doubles as a Self-Imposed Challenge to wear into hunting. Unlocking enough tickets for a full set requires mutiple successful runs on hunting a strengthened Apex Deviljho, which is basically a hunter's nightmare. The armor itself provides only mediocre physical defense for G-Rank with abysmal elemental resistances, no gem slots, and only two reward enhancing skills along with Tenderizer and the worst weapon affinity penalty, requiring any hunter with the greed to use it to essentially go on a No-Damage Run and focus only on the target monster's weaknesses.
    • In Frontier, the Battle Tonfas are seen by some as this. Despite being considered an overpowered weapon by a number of playersnote , the main requirements to craft it involve getting to G-Rank, then finishing a lengthy series of story quests handed out by the Diva NPC. A later patch allows players to pay real money in order to be able to craft Tonfas without the need to unlock them...but the premium weapons are mediocre in quality by comparison, forcing players to accomplish the above questline in order to craft endgame-level Tonfas.
    • Defeating the Phantom Doragyurosu in Frontier grants you rare scales that are only useful as trophy items.
    • The Lodestar armor in Generations. It has decent stats, a good amount of slots, and some excellent skills in Antivirus, Critical Boost, and the coveted Weakness Exploit. However, crafting it not only requires parts from the most end-game of the end-game enemies (Alatreon, Gold Rathian, Savage Deviljho, Rajang, Nakarkos, and Silver Rathalos), but requires numerous runs against Hyper Silver Rathalos, one of the hardest bosses in the game, to obtain the items and even more runs to fully upgrade it.
  • Brats with Slingshots:
    • Uruki are lynians that look like monkeys. They use slingshots as their main weapon.
    • World introduces a new mechanic called the "Slinger", a wrist-mounted slingshot. The Slinger can be used to fire either makeshift projectiles gathered from the environment or various inventory items such as the Knife items at monsters and other objects with precision accuracy. Just like items, the Sword and Shield weapon class is able to fire their Slinger without sheathing their weapon.
  • Breakable Weapons: Downplayed, as they don't really break, but lose sharpness. Losing sharpness lessens the damage they do and also will make them bounce off of the monster's hide, interrupting your combos and reducing your damage output further. So while you never lose your weapon, it can become next to useless if you don't keep it sharp.
  • Bring My Brown Pants:
    • In 3 Ultimate, the Argosy Captain brings this up when he gives you your first Brachydios quest.
      Argosy Captain: "Very big monster, very violent, very kowai. "Kowai" means scary! You goran for yourself, you hear its DOKAAAAAN! Mayhap bring extra pair dry britches."
    • Implied in 4U for laughs: hiring Konoha the Yukumo Sweetheart as your new housekeeper will sometimes cause her to comment on the unusually big pile of underwear stashed beneath your bed, which she found while tidying up your room. Justified, considering what your character does for a living.
  • Brought Down to Normal: 4 Ultimate introduces Wystones, items with a cooldown that provide your weapon with a temporary buff. They allow players to bring Frenzied monsters back to normal for a while if they attack the monster with their Wystone-enhanced weapon enough.
  • Brutal Bonus Level: In some games, completing all the village quests or certain online quests unlocks a special quest that pits you through a Boss Rush against three or more powerful monsters, often multiple at once. They are usually G Rank-level and sometimes have special modifiers like Frenzy or Hyper. And since they're village quests, you can't bring in other players. Only the best hunters can hope to complete these. Such examples include "Monster Hunter!" (Freedom Unite), "Out of the Fry Pan" (Portable 3rd), "Mark of a Hero" (3 Ultimate), "The Caravaneer's Challenge" (4), "The Master's Test" (4 Ultimate), "Ultimate Generation" (Generations Ultimate), and "The White Winds of the New World" and "The Sapphire Star's Guidance" (World).
  • Bubblegloop Swamp:
    • The Swamp in 1 (old) and 2 (new). Subverted in that the muck is only ankle high in a few places at worst and never impedes movement, although poisonous gases do flood certain sections at nighttime.
    • The Flooded Forest in 3rd generation games combines this and Jungle Japes. Subverted in Portable 3rd, wherein the submerged parts of the forest have dried up due to the summer season.
    • Portions of the Primal Forest in 4/4U appear to be marshland, especially the outer plains and inner regions. An interesting variation occurs in that the poisonous muck ponds that appear in the innermost areas may not be naturally occurring but are rather remnants of a long-dead Dalamadur's venomous bodily fluids.
  • Bullying a Dragon:
    • Measly raptors are liable to attack and wake up nearby sleeping wyverns of any kind, including apex predators. That's right Baggi, go ahead, bite that sleeping Brachydios.
    • Anytime you take a Wyvern Egg from its nest will earn you the righteous fury of either a Rathian or her mate Rathalos (if they're on the map). The second you pick up that egg, they'll know, and they'll come from whatever part of the map they're on to kick your ass; heaven help you if they're both on the map!
  • Burning with Anger:
    • The Elder Dragons Teostra and Lunastra take this trope literally, coating themselves with a flame aura that damages anyone nearby.
    • Most fire-breathing wyverns have a lasting flame lingering near their mouths when enraged. The Diablos and its subspecies also pant black smoke whenever they're angry, too.
    • The Deviljho starts breathing dark lightning when it goes berserk, which it will then weaponize. Even more so with the Savage Deviljho, which starts spraying so much dark lightning out of its back that it becomes completely wreathed in the stuff.
    • Bazelgeuse's explosive scales glow bright red when it's enraged.
  • Butt-Monkey:
    • The Aptonoths seem to be at the very bottom of the food chain. They're preyed on by both hunters and monsters, and they almost never fight back.
    • The carnivorous (Great) Jaggi have been either eaten by Ludroths, killed by Lagiacrus, Barroth, or Rathalos, or stomped on then mercilessly eaten by a Deviljho. It can be done among players as well. Its punching bag status had gotten so bad that the Great Jaggi isn't present in Generations, where the developers thought it was time to give the poor things a break.
    • Felynes also occasionally suffer some abuse from the larger monsters, particularly in the "Monster Life" videos. One gets chased by a pair of Uragaan in its life video, and another is sent flying during the Brachydios Life after being caught up in a fight between a Brachydios and an Agnaktor.
    • Jagras become this in World, being the Jaggi Expy. The smaller ones are usually used to demonstrate the danger of larger monsters. The Great Jagras goes from legitimate threat to bottom of the totem pole so quick, the Anjanath's intro video has one being dragged around as a meal. Then, Deviljho uses one as a flail during the early part of its Special Assignment.
  • Call-Back: In 4U, one of the Assembly Songs you can unlock is Abyssal Moon, the theme of Ceadeus.
  • Calling Your Attacks: In 4U, the Ace Palico does this with the Horn skills and Team Attacks. Justified in the former case, because the Ace Palico can learn many different types of Horns, so having him call out what kind of Horn he's using helps the player understand what kind of effect they're going to get.
  • Came Back Strong:
    • With the Survivor skill found on equipment such as the HellHunter Jacket, your attacks get a stackable boost each time you faint. Do note, however, that the "three faints within the party and you're out" limit still applies if you're on a quest and not an expedition/exploration-type mode, so be careful taking advantage of this buff.
    • Apex Monsters in 4U are this, having successfully resisted the Frenzy Virus to become immune and gain a tremendous boost in power instead of dying like other Frenzy victims.
    • Felyne Helpers/Palicoes can have an ability called "Fall 7x, Get Up 8x" (Unite) or "Nine Lives" (4U) in which they resuscitate with a stacking buff each time they faint. For the former, this affects attack and defense, and stacks up to eight times, while the latter affects either attack or defense, depending on the variant, and stacks up to nine times. While some Palicoes may come packed with either the Attack or Defense variant of "Nine Lives", the unique Palico Smirk AKA "Whitescruff" specializes in this, wielding both "Nine Lives" skills.
  • The Cameo: There are lots of them in 4U:
    • While a real Plesioth is nowhere to be found, you can catch a Young Plesioth and Green Plesioth on occasion in the Casting Machine minigame. This is required if you want the Plesioth armor sets and weapons in 4/4U.
    • Trenya the Felyne treasure hunter from the 2nd gen games sometimes appears in the Meownster Hunter minigame, especially when rare Treasures are available.
    • After getting to G-Rank and completing the dual Cephadrome quest, you may find the Argosy Captain and Neko (Means Cat) on the shores of Cheeko Sands, who proceed to explain that they let a Zamtrios chase them until they wound up there. Unfortunately, the same Zamtrios won't let them get back to Moga Village, so you have to hunt it.
    • The first DLC Episodic Quest "Down to Business" features the felyne courier Nyan Jirou (renamed "The Transpurrter"), the felyne Bartender, and the questgiver Konoha (renamed the "Yukumo Sweetheart" in a nod to Tri) from Yukumo Village, who ask you to help them fetch materials for their hometown's budding tourism industry. Finishing the questline will allow you to hire Konoha as your new housekeeper, replacing the Felyne butler you get at the start of the game.
    • The second DLC Episodic Quest "Code 16010" features a felyne named "Felcote" as your questgiver; observant veteran players may recognize her to be the Freedom Unite questgiver "Nekoht".
    • The third DLC Episodic Quest features Cha-Cha, Kayamba, and Aisha the Moga Sweetheart on a harebrained adventure to recover yet another Shakalaka mask.
    • The fourth DLC Episodic Quest features the Guild Sweethearts from Port Tanzia, Jumbo Village, and Minegarde having you go on quests to gather various items from monsters so they can compare the sizes of their "you-know-whats". Said you-know-whats ends up being footcorns.
    • The fifth and final DLC Episodic Quest features the Jumbo Village Chief trying to find the meaning of an ancient tablet he found on Heaven's Mount that spoke of an ancient disaster.
    • Being an anniversary game, Generations features a lot of places and people from previous games.
  • Came Back Wrong: Vaal Hazak in World has the ability to bring nearby Girros back to life. When they do, they're loyal to it (except any your Palico manages to recruit) and they have an effluvium aura that can halve your total health.
  • Camera Screw: Try running next to a wall or rock outcropping; you'll regret it soon enough, especially if you have motion sickness. Made worse when large monsters cause this to happen by knocking you into a tight corner and trapping you there. 4 Ultimate thankfully remedies this to a good degree, though the same can't be said for when you're fighting a Najarala.
  • Captain Obvious: The Moga Sweetheart, or rather, her guidebook.
    "Let's see, Flooded Forest... a forest flooded with water. Okay then."
  • Canis Latinicus: Some (if not most) English versions of the monster's names are in either Pseudo-Greek (Rathalos, Akantor, Lagombi, etc.) or Pseudo-Latin (Ceadeus, Lagiacrus, Vespoid, etc.).
  • Canis Major:
  • Career-Ending Injury:
  • Cats Are Mean:
    • Melynx, black Felynes who tend to snitch Hunters on sight, charging at and sometimes knocking them out. Can be irritating during those egg fetching quests.
    • "Wild" Felynes can be just as bad. Though they have to be provoked first and don't steal your items, at least Melynx don't go around tossing explosives.
  • Chainmail Bikini: Uses and subverts it as it pleases. Most female armor sets cover just about as much as it does on males, with the occasional bare midriff or Zettai Ryouiki, and sometimes, you get armor that's even skimpy on the men too. Then you have Anjanath's armor from World...
  • Chainsaw Grip BFG: Both Light and Heavy Bowguns are used this way.
  • Chainsaw Good:
    • The Prototype Saw-slicer. Dual-wielded chainsaws. There is also the Chain Blade/Chainslaughter, a BFS/katana chainsaw. Both of which do lightning damage. World introduces the Freeze Chain, a set of dual-wielded chainsaws that deal ice damage.
    • The Switch Axe can perform chainsaw-like attacks. In particular, the Mundus Switch Axe has a buzzsaw tip that transforms into a literal chainsaw sword. Generations introduces The Shredder, a chainsaw axe just like the Chainslaughter.
  • Challenge Gamer: In games that allow modding, many players produce differently sized, stronger or more numerous versions of regular monsters. Many also stick to one 'trademark' weapon regardless of how suitable it is for a quest, refuse to use items and traps, or decide to solo online-only superbosses like the infamous Fatalis (which is pretty much the only option for those on portable games prior to 4 that lack local hunting partners). There are players who do all of that and more.
  • Character Customization: Creating your hunter in the PS2 and PSP games was very limited: name, gender, face, hairstyle, hair color, voice. By the time of Tri, you could choose between different underclothes, add facial features like face paint or facial hair, and change skin tone (which was previously tied to which face preset you took). 4/4 Ultimate re-added the ability to change your eye color from the original version of Tri. World has the most robust creation system in the main series yet, letting you choose from a list of preset pieces and modify them from there.
  • Character Level: Notably absent; your character only grows stronger because of better equipment and improved player skill. Hunter Rank is somewhat similar in that it requires grinding for points and unlocks new quests. Your combat partners, the Palicoes and Shakalakas, meanwhile, have fairly typical leveling systems.
  • Charles Atlas Superpower: Your hunter, a normal-ish human, can fish out a 20-30 meter Plesioth, as well as lift, wield, and strike with weapons up to twice their own size.
    • Could be averted with the reveal that the playable Hunters are all descended from a Super Soldier program created in ancient times. Said program was developed to de exactly what you're doing in the games themselves — fight monsters.
  • Character Select Forcing:
    • Tends to be zig zagged. Any monster can be killed with any weapon once you understand the limitations and openings specific to each weapon. However, some weapons have a huge advantage over others against certain monsters. e.g. Any close range weapon against a Plesioth is frustrating as hell since it has the hitbox from hell and it sometimes refuses to leave the water note . A bowgun or bow prevents both of these. In 3 Ultimate, it's possible to fight it underwater, but Plesioth becomes good at fighting there as well.
    • Played straight by the Treasure Hunting quests in Freedom Unite. Due to many regular routes and shortcuts in Treasure Hunt maps being blocked off by giant boulders, and the general difficulty of procuring Barrel Bombs to destroy them with in said mapsnote , the best weapons for these quests tend to be the Hammer and Hunting Horn, both of which can be used to shatter rocks with ease and the latter providing its own Magic Music bonuses.
    • Subquests or the rare Event Quest with "Sever the monster's tail" as the objective require you to use a cutting weapon, a Bowgun with Slicing shots, or a Bow with the Blade Wire Hunting Art. Anything else, and the subquest may as well not be listed at all or you've made the quest Unwinnable by Design. Reversed for any subquest that requires breaking a monster part, which sometimes requires blunt weapons or specific elements.
    • Capture quests effectively force you to make an armor set with Capture Guru so that you don't kill the monster by mistake. As of Generations, you can go as a Prowler with Monsterdar (alongside a Purr-ison skill, which is mandatory without teammates just like traps), but being a Prowler has its disadvantages, such as lower damage and having to manage the Support gauge.
  • Charged Attack: Comes in ten different flavors (as of Monster Hunter 4)!
    • Collect Type: Long Swords, Switch Axes, Dual Swords, Charge Blades (It's even in the name!);
    • Hold Type: Great Swords (main modus operandi), Hammers, Bows, Gunlances, Charge Blades (again!), Sword and Shield;
    • Literal Type: Lance. You duck behind your shield, hold your lance close to your body and pointed outwards, then run as fast as you can forward. Run far enough and the power of your attack increases.
  • Cherry Tapping:
    • It's possible to kill a monster by kicking it, as demonstrated here.
    • A Plesioth can die by being fished out of the water. Taken to extremes in 4U, where this happens to it every time it's caught during the Fishing minigame.
    • In rare cases, boss monsters can die by accidentally getting hit by a Mook. Unfortunately, this can also happen to players who are very low on health...
    • In Tri, letting Cha-Cha get the kill can feel like this; though he can reach decent levels of power, he's still not nearly as strong as your hunter. Same goes for Kayamba in 3 Ultimate.
    • Felyne Comrades/Palicoes in Unite/4U. Similar to the Cha-Cha and Kayamba example, it's very possible for them to topple or even finish off monsters with a well-placed hit. Made easier by the fact that players can craft stronger weapons for them to use in 4U.
    • Seregios, a flying wyvern introduced in 4U, has a fighting style centered around this trope, preferring agile multi-hitting attacks and bleeding out its prey as opposed to dealing heavy damage in one blow, though it does have a couple of hard-hitting moves.
    • For players, simply getting stepped on by the larger Wyverns is one of the more humiliating ways to go.
    • Thrown objects do damage to enemy monsters, albeit the bare minimum you can inflict. It is possible to kill a monster with a Paintball, or if you're extremely unlucky, a monster you're supposed to capture instead of kill by way of a Tranq Bomb.
    • The Capture Net in World does 2 damage if shot at anything other than an endemic creature. This has a surprisingly wide range of applications; Kelbi Horns can almost always be extracted from Kelbi if you shoot the net at a Kelbi enough times, and the net can be used to kill insects like Vespoids without breaking them.
    • A handful of Gestures also do minuscule damage if you can hit a monster with them, in a similar vein to the kick. Also similar to the kick, it's entirely possible to kill monsters with them.
  • Chess Motif: The 1-6 Rarity Talismans have this. In order from the most common to the rarest, there's the Pawn, Bishop, Knight, Rook, Queen, and King Talismans.
  • Chromatic Arrangement: The sharpness levels come in the following flavors: red (weakest), orange, yellow, green, blue, white, and purple (strongest). White sharpness falling between blue and purple can be partially explained in that purple sharpness didn't exist at first.
  • Chunky Salsa Rule: Monsters can explode into gibs if they take too much damage over what is already enough to kill them, leaving no corpse and thus denying the player the carves. This is usually only a problem with Vespoids and other bug monsters, for whom the margin of error is so narrow that the only viable option of actually getting corpses from them is the use of Poison Bombs. It's not that big of a problem with other mosters, but once you have strong enough weapons, it's not unusual to occasionally see the mook monsters completely fall apart.
  • Civilized Animal: The Felynes.
  • Cloud Cuckoolander: Guildmarm in 4/4U, a Genki Girl and Cute Clumsy Girl who appears to have a couple screws loose. Her introduction has her nicknaming you "Doodle", and it only escalates from there. In spite of all this, that doesn't mean she can't be surprisingly deep at times.
  • Combat and Support: This is how hunter teams are composed in World; one Hunter, who handles the field work and the monster hunting, is paired with one Handler, who manages all the Quests and paperwork to send them on monster hunts.
  • Color-Coded Item Tiers: Each rarity rating has its own color, which is applied to equipment icons and the on-screen rarity ratings. As of Generations, the colors are as follows: 1 = white, 2 = purple, 3 = yellow, 4 = pink, 5 = green, 6 = blue, 7 = red, 8 = teal, 9 = orange, 10 = hot pink, X = indigo. World follows a different set of colors: 1 = white, 2 = grey, 3 = yellow, 4 = green, 5 = teal, 6 = blue, 7 = purple, 8 = orange.
  • Colossus Climb:
    • Many of the larger Elder Dragons, such as Jhen/Dah'ren Mohran, Lao-Shan Lung, Yamatsukami and Shen Gaoren, are big enough to walk on. Zorah Magdaros in World takes this Up to Eleven; the Elder Dragon's back is its own field, and when encountered in the story, you have to fight a Nergigante on its back, meaning you end up fighting an Elder Dragon on another Elder Dragon!
    • Mounting, a mechanic introduced in 4, allows you to hop on a monster's back by performing an aerial attack. While Mounted, you can hack away at the monster using a carving knife, which will fill a gauge; if you can successfully fill the gauge without being thrown off, you'll knock down the monster and get a chance to attack. Generations buffed the mechanic by allowing other player attacks to boost the gauge instead of knocking you off, while the mechanic is changed in World to be Stamina-dependent and allows you to execute a unique Mounting-based Finishing Move if you can substantially damage the monster while Mounted.
  • Combination Attack: In 4 and 4 Ultimate, having two Palicoes to a team allows them to do one of these on occasion (or on demand, if your Sub Palico has a particular skill). Each Palico knows one of three different kinds of attack: the Purrtuoso, the Flying F-Bomb, or the Rath-of-Meow. Some Palicoes may even have elemental or otherwise unusual variants of the above, such as the Rath-of-Signal, a Rath-of-Meow that the player can summon on command with the Signal button.
  • Commonplace Rare: The Disposable Earplugs in 4U. They function identically to the HG Earplugs skill, but It Only Works Once. You would think that earplugs would be all over the place, but Disposable Earplugs aren't available until very far into the postgame, and must be purchased from a special shop that only deals in Caravan Points (which are harder to accumulate than Zenny). However, granted that it gives you the power of HG Earplugs without needing the skill, they are very useful.
  • Competitive Balance: Each weapon type has its strengths and weaknesses which make them suited for different playstyles and sometimes different hunts:
    • Sword and Shield: Jack-of-All-Stats/Fragile Speedster. Relatively poor attack and guard strength, and a very short reach, but the high attack speed and often abundant elemental damage make up for it. You can run and even use items while the sword is drawn, including bombs, potions and the sling introduced in World.
    • Dual Swords: Fragile Speedster. Similar to the Sword and Shield, losing the item use and guard but gaining even higher attack speed and Demon mode for Death By A Thousand Cuts.
    • Great Sword: Mighty Glacier. Some of the hardest hitting attacks and a decent guard, but the considerable wind-up for your swings means that you need a good understanding of timing and positioning for each monster and yourself. If you don't know what you're doing, prepare for a clobbering.
    • Lance: Stone Wall. Originally a Mighty Glacier, the Lance's damage potential has been consistently nerfed with each game. However, the tower shield offers a guard superior to the Great Sword and the Sword and Shield, plus the ability to adjust facing easily. The reach is also excellent.
    • Gunlance: Mighty Glacier. What the Lance loses in offensive force the Gunlance gains in return for losing more mobility options and the more unique defensive abilities with its shield. The Gunlance's unique shelling option ignores defense (barring very specific occasions), and it has an array of built in explosive attacks that can rack up damage and break parts with ease; all that with a shield equal to the Lance's. However, though its shield is just as capable as the Lance's the Gunlancer cannot perform defensive counters and parries like its cousin; and presumably the weight of the weapon prevents Gunlancers from being able to shift positions as easily as a Lancer.
    • Hammer: Glass Cannon, emphasis on power. The Hammer does one thing, and it does it well - it pulps monsters with damage superior to even the Great Sword, but guarding is impossible. If you abide by the phrase "the best defence is a good offence", the Hammer is your number.
    • Longsword: Glass Cannon, emphasis on speed. This weapon doesn't hit like the Hammer, but it hits almost as fast as the Sword and Shield and has a Spirit gauge to increase attack power. Still no guard though, so exercise caution.
    • Hunting Horn: A bit of an oddball Squishy Wizard, plays like the Hammer with a lack of the one thing Hammers have going for them: damage potential. However the potential for attack and defence buffs to other hunters in the group make it a boon nonetheless.
    • Light Bowgun: Squishy Wizard, oh so much. A ranged weapon which features rapid reloads, running while drawn, and the widest choice of ammo types. But it has the lowest damage potential of practically any weapon.
    • Heavy Bowgun: Mighty Glacier. With a slow firing rate, draw speed and reload speed, Heavy gunners are vulnerable but their sheer firepower and availability for damaging shot types make them more competitive for damage. You can also equip a barrel shield to allow for a rudimentary guard akin to the Sword and Shield.
    • Charge Blade: Jack-of-All-Stats. Wields a Stance System much like the Switch Axe that gives access to the Sword and Shield Mode (moderately fast/strong short range attacks with a good shield) and Axe Mode (immensely strong and slow mid-range attacks) that allows it to adapt to most situations. Also qualifies as Difficult, but Awesome due to its comparatively complex mechanics but huge payoff if you master them.
    • Insect Glaive: Mechanically Unusual Fighter. The only weapon with access to an aerial moveset, making it a prime candidate to take advantage of the Mounting mechanic. Starts off weak, but by using your Kinsect to gather Extracts, you can power up into a Lightning Bruiser.
  • The Computer Is a Cheating Bastard:
    • Missions where you need to carry something in your hands back to the base camp are hated for this. At first, the map looks normal with the usual mix of docile and violent creatures running around... until you pick up the object in question, causing every area to be filled with violent monsters just to make you drop it. Even worse, the quickest path back to camp is often not an option because of enormous, area boundary-blocking boulders that appeared out of thin air.
    • Hunters immediately get taken to another area when touching an area boundary. Monsters, on the other hand, are not affected by this, only moving to the adjacent area if they choose to. This means monsters can waste your time hanging around outside the boundary, and if you slay a monster while it's beyond the area boundary (easily possible with ranged weapons), no carves for you!
    • Monsters can also shake off hunters mounting them by carrying the hunter right through an area boundary.
    • Flash Bombs require that the bomb be within the monster's vision for them to take effect. Meanwhile, monsters' flash attacks only require you be in their Area of Effect, no matter what direction you're facing.
  • The Computer Is a Lying Bastard:
    • To make a long story short: Traditionally, the displayed attack values of weapons are actually their "true attack" values (not shown in-game) multiplied by values specific to each weapon class (also not shown in-game), and thus are not actually used in damage calculations. Generations fixes this by just showing each weapon's true attack power and as such all weapons of a given rarity are roughly equal in terms of on-screen attack stats, so while you still need to figure out each attack's "motion value" (an attack-specific multiplier that is applied to your weapon's true attack), at least the game no longer tricks you into thinking that your "1000"-attack Hammer inflicts way more damage per second than weapons of different classes in the same tier. Unfortunately, World reverses this change, going back to the usual "true damage × weapon-specific multiplier that we're not telling you" method of displaying weapon damage.
    • Frankly, the Deviant monsters in Generations have deceptively low HR requirements. The Redhelm Arzuros, Snowbaron Lagombi, and Dreadqueen Rathian for example only require HR 2, which means you can take them on when you're only 1/3 into Low Rank, but they are effectively late High Rank monsters in terms of attack power and health. It's not uncommon to hear stories of Low Rank players taking them on, assuming them to be mere subspecies monsters and expecting an easy fight, only for the quest to either end with less than 10 minutes remaining on the timer or a triple cart.
  • Confusion Fu: One reason why Frenzied monsters are so dangerous is just how random they are. They don't follow the monster's usual attack patterns, they can perform combos they can't normally use, they move either slower or faster than usual, sometimes within the same move if it consists of multiple attacks, and they constantly switch between being exhausted, neutral, and enraged. Sometimes they'll even attack empty space for no reason. In a Frenzied Brachydios's case, this even applies to its slime, as they gain a randomness property where slime will either take a really long time to explode, or spontaneously explode even if it's not enraged.
  • Conservation of Ninjutsu: In quests where you have to hunt multiple monsters, each individual monster will have less HP than if it were to be fought alone, in order to keep the quest completable within a reasonable amount of time. However, this does not apply to "intruder" monsters; they will have full HP.
  • Continuing Is Painful:
    • If you faint in a mission, your reward money is cut by a third, which is painful if you already spent most of that money on ammunition and supplies. If you faint three times, however, all items you used on the mission disappear, you lose a small amount of money, and you have to repeat the mission again. And the worst part? Most missions usually take around 20 minutes to complete. You do still get to bring home anything in your inventory, which may or may not contain rare monster tails/drops obtained from battling monsters. This sort of thing could be hard to keep track of. To put it simply, if you complete a quest or fail it by getting knocked out three times, you don't get back anything you used up, but you keep whatever items you found. If you abandon a quest, you get back whatever items you brought and used up, but anything you found is lost.
    • The first time that you are KO'd in a mission, you'll lose any boosts that were earned from eating (or hot spring bonuses) before the hunt (aside from those earned from the food's skills) unless the meal provided the "Felyne Foodie" skill. If a monster was already taking out half of your health in one shot despite the health and defense boost from your feast, for instance, imagine trying to do the rest of the quest without it. Consumed-item related boosts (such as demondrug, armorskin, nutrients, power juice, etc.) are also lost after fainting.
  • Contractual Boss Immunity: Averted. Most monsters can suffer from practically any status effect, and may be particularly vulnerable to one or two.
    • Played straight with Elder Dragons, who are immune to pitfall and shock traps, and thus cannot be captured.
  • Continuity Nod: 4/4U seems to like these.
    • The Val Habar Market proprietor has a twin sister who happens to be the Fishmongress of Moga Village. Bonus points when the three fishermen from Tri contact her regarding a quest, and she makes an indirect reference to the Player Character from the third game.
    • 4's Wycoon replaces the Farm by allowing you to send materials to other locations in order to get them replicated. The places you can send carts to reference previous locales in the series, such as the Pokke Village Farm and the Kokoto Mushroom Farm. He can also trade you parts of monsters not in 4 to make armor sets and weapons of monsters from previous installments.
    • You can make a Palico version of the Mafumofu armor and the clothes Felyne Guides in Loc Lac City wore for your Palicoes.
    • A downloadable Episodic Quest features Nekoht, the Pokke Village Felyne Elder from Freedom Unite, as your questgiver, albeit renamed as "Felcote". And she's still every bit as secretive as before.
    • 4U particularly likes referencing Yukumo Village from the unlocalized Portable 3rd:
      • Yukumo armor for both Hunters and Palicoes can be crafted at the smithy.
      • Portable Steam Bombs, said to be made from Yukumo Hot Spring steam, can be acquired late in the game.
      • A downloadable Episodic Quest involves helping the felyne courier, felyne bartender and Guild receptionist from Yukumo acquire supplies for the village's tourism industry.
      • There is an NPC in Val Habar wearing the Yukumo armor set and a Long Sword, the same ensemble worn by the male hunter in the intro to Portable 3rd. His speech pattern is even similar to the Argosy Captain's from 3U, minus the gag dubbing.
    • In one sidequest chain, the Grand Guru of Cathar receives a message from his brother, who happens to be the Wyverian chief of Jumbo Village from dos. The message warns the Grand Guru about a Kushala Daora that had previously terrorized Jumbo Village and Pokke Village and is en route to Cathar.
    • Once you get the airship, a cutscene shows your caravan flying over what appears to be the Snowy Mountains from the second game, complete with a group of hunters waving at you.
    • Trenya, the Felyne treasure hunter NPC from Unite, occasionally shows up during the Meownster Hunter minigame.
    • Guildmarm heavily implies that she's close friends with the Guild Sweetheart, as she mentions an "island friend" who runs the Quest Counter there in one of her dialogue lines.
    • A downloadable Event Quest has the hunter helping defend the Argosy in the Great Desert from a Dah'ren Mohran.
    • The Argosy Captain and Neko (Means "Cat") show up in person on Cheeko Sands to request the player's aid in fighting off a Zamtrios.
    • Cha-Cha, Kayamba, and the Moga Sweetheart appear in a downloadable Event Quest while searching for a Shakalaka mask. Naturally, they mess things up by getting sidetracked and losing said mask yet again.
    • The biggest continuity nod is Dundorma City itself, previously the location for online quests in Dos before its servers were decommissioned, as well as the map used for the Town quests in the 2nd gen games.
    • Once you clear Low Rank in World, you unlock the Argosy, whose Captain (who is, unfortunately, not the same Argosy Captain as in 3) will sell you item packages imported from the Old World, allowing you to potentially purchase materials and items that cannot otherwise be acquired through the course of normal gameplay.
  • Cool Pet:
    • Gendrome, Gypceros, Iodrome, Yian Gargua, Yian Kut-Ku, Shogun Ceanataur, Diablos, Gravios, Khezu, Rathalos, and Rathian can all be kept as pets in Frontier G. Meeting a set of difficult requirements allows you a small chance at taming a Rajang.
    • Previously believed to be taken Up to Eleven (and possibly Beyond the Impossible) with the Kirin. In actuality it's subverted with the existence of in-game products like "Kirin Milk", "Cheese", as the products in question turn out to have been named such for marketing reasons despite not being from Kirin. Keep in mind that Kirin are classified as "Elder Dragons" in the series and are more akin to gods than standard monsters. Turns out that taming or milking Kirin continues to be the pursuit of people Too Dumb to Live.
    • This is a major game-play (and plot element) of the spin-off game Monster Hunter Stories. The teaser shows the player character summoning and riding a Rathalos to do battle against a Tigrex. The game itself has a wide variety of monsters to ride.
    • World gives you a Capture Net which can be used to acquire small items such as insects easily. It also lets you capture Indigenous Species, which you can then place in your quarters. This includes fish, birds, and other small animals.
    • Invoked by some of the capture quest clients, who are wealthy and eccentric city dwellers looking for an exotic pet. For instance, a client in MH 3 U/MHT wants a pet Royal Ludroth.
  • Convection Schmonvection: Averted and played straight, depending on the example.
    • Averted, in that if you go to a volcano, you'll take continuous damage unless you use a Cool Drink, or have the Heat Resistance skill up to 10 points. Stepping close to or on lava (in some games) will also cause heat damage. Terrain skills reduce at 10 and provide immunity at 15 to lava, and in some games, Heat Resistance at 15 points provide immunity to both types of heat damage.
    • The elder dragons Teostra and Lunastra have this as a battle mechanic, so much so that Kushala Daora armor sets, designed for use against them, have Terrain Damage Negate (or in 2 cases, the end-game Anti Fire Dragon skill) on low, high, and G-rank.
    • Played straight in 4U, once you get the lava flowing freely through the mining town of Harth. There's a river of it running through the middle of town, and not a single soul is complaining; in fact, the native Troverians even love it when the lava is present, since they use it for their livelihood.
    • The Zorah Magdaros in World is an absolutely gargantuan Elder Dragon that's similar to a cross between Akantor and Lao-Shan Lung which also happens to have lava flowing through its body. This trope is played straight, since you do not experience any form of health drain while on or near it and the lava it spews from its body only inflicts moderate damage with Fireblight.
  • Cool Shades: The Shadow Shades in Tri.
  • Cool Ship: The sheer number of water-based ships, sand-based dragonships, and airships used to hunt Elder Dragons certainly count.
  • Cooldown: The Gunlance's Wyvern Fire, various maps' Dragonators, the Restraints and Demolisher in the Battlequarters, various ships' Ballista Binders and Hunting Gongs, and the Frenzy-suppressing Wystones, among many, many other things have cooldown periods on the order of minutes. Using one of these ineffectively can be very costly in a quest.
  • Cordon Bleugh Chef: You can invoke this yourself by creating any food combination that grants the "Unlucky Cat" skill. The result winds up so bad that you collapse onto the floor, and as long as you hang around in town, you lose the ability to run and start collapsing randomly. Taking this skill into a Quest will start you with either 25 Health, 25 Max Stamina, or both if you're particularly unlucky. Although in town you can regain your balance after checking out the Item Chest, which has rather amusing implications.
  • Corpse Land:
    • Wyvern's End in Generations is a huge pit absolutely carpeted with the bones of countless monsters.
    • The Rotten Vale in World is a large cavernous valley carpeted with countless bones and monster remains, made largely of the fossilized bones of a Dalamadur. It's also the reason why the Elder Crossing occurs; Elder Dragons who are at the ends of their lifespan go to the Rotten Vale to die.
  • Cosmetic Award: The Awards page in your Guild Card, which is filled up as you complete tasks such as defeating certain storyline monsters or leveling up your companions to their respective level caps. 4 Ultimate features six different categories of awards, the most prominent being the "G rank" category that's reserved for the most difficult awards and has two pages of awards unlike the other categories. Generations has five award categories, one for each village and one for the general "complete all quests" and "obtain most of the combinations" awards and the like.
  • Cosplay:
    • A paid DLC cosmetic for World allows you to dress up The Handler in The Guildmarm's outfit.
    • Event quest materials can be used to make armor based on Dante, Link, [[Franchise/Metroid Samus Aran]] (Varia and Zero Suit), and Aloy. There are also Full Armor Sets based on Street Fighter and The Witcher, but aren't cosplay so much as cameo characters.
    • Palicos also have their own cosplay armors. They can dress as Mega Man (both 3D and 8-bit), Tony Tony Chopper, Jotaro Kujo, Mario, Luigi, Chun-Li, Blanka, Dante, and a few characters from Japan-exclusive series.
  • Counter Attack: Both hunters and monsters can pull this off.
    • The Lance and Charge Blade both have special counters as part of their arsenal, which players can choose to build around. The Lance can initiate a special guard stance which automatically results in a powerful counter thrust if the hunter blocks an attack with it, while a regular block or Guard Point using the Charge Blade's shield note  allows a counter into an Axe slash or an (Super) Amped Elemental Discharge. Both will only work if the hunter wasn't knocked back too far, though.
    • G-Rank Plum Daimyo Hermitaur in 4U is fond of this, briefly holding its claws in front of its face to fake out players with an impenetrable guard before unleashing its water blast.
    • At higher ranks, Zinogre gains several fake-out moves by delaying its attacks during a combo. Among the most notorious are its Rising Tackle right after a leaping bodyslam, its hugely delayed lightning claw slam combo, or its shoulder charge following a tail slam. Overzealous players will quickly find themselves Cross Countered if they rush in without a thought. In 3 Ultimate G Rank, it can perform a flip kick immediately after getting up from a knockdown.
    • Gold Rathian is one of the most deceptive, performing tail somersaults at the end of its bullrush attack when it would otherwise be vulnerable. Worse yet, it can also do this immediately after getting up from a knockdown. It almost seems as if it took wakeup antiair lessons from Guile.
    • In Generations, certain weapons get this in Adept Style. For example, a Perfect Evade with the Dual Blades not only attacks the monster if the Hunter dodges through the target, but also allows the Hunter to rush up to the target and perform a quick multi-hit combo. A Perfect Evade with the Long Sword allows the player to fight back with a wide strike, which can then be followed by two Spirit Slashes, the latter of which counts as a finisher.
    • Generations grants the Long Sword the Critical Juncture Hunter Art. When initiated, the Hunter assumes a guarding stance. If attacked while guarding, the user immediately strikes back with a powerful overhead slash. You can even cancel out of certain animations into the Critical Juncture.
    • Generations additionally gives the Lance another unique counter in the form of the Enraged Guard Hunter Art. This causes the user to assume a guarding stance, and if attacked, the user converts the power of the attack blocked into stocked Lance power. This, in turn, boosts the strength of the Hunter's next attack relative to the strength of the attack blocked.
    • World adds a new move to Long Sword's arsenal called the Foresight Slash that's very reminiscent of Valor Style's evasion action. By pressing R2+O at any time, even during a combo, you will dodge backwards, then execute a horizontal slash. However, if an enemy strikes you during your invulnerability frames, you will leave behind a blue aura "ghost", and, following the horizontal slash, you can perform a Spirit Slash that can be immediately chained into your Spirit Roundhouse finisher, even if you have no Spirit Gauge.
  • Covered in Mud:
    • Tri introduces the Barroth, the love child of a Tyrannosaurus rex and a Bulldozer that is often covered in mud. It has a habit of shaking said mud off, and any hunters unfortunate enough to get hit by the flying globs are covered in quickly-hardening mud that makes it impossible to attack (and open to getting plowed under by the Barroth!).
    • World Introduces Jyurodotus, the non-magma relative of the Lavasioth. It has a layer of caked on mud that protects it from its Thunder weakness (while making it weak to Fire in the process). It can also spit out globs of mud, or kick them up if it's submerged, which has the same effect as with Barroth.
  • Crafted From Animals: The game. You are a hunter tasked with killing monsters, using their body parts to build and upgrade armor and weapons, and use them to hunt even stronger monsters.
  • Crazy-Prepared: Playing this game requires you to equip yourself accordingly to whatever you're going up against. In some cases, you simply won't win or get what you want without the right tools. For the record, this means arming yourself with the proper weapon, an armor set that complements this weapon or is useful against the monster, and several items ranging from healing potions to Flash Bombs to traps. Hell, you even have to consider details like keeping your hunter well fed, his or her weapon sharp, being ready to deal with other large monsters, and looking out for the climate of the area you're going to (going into the desert without something cool to drink is generally a bad idea) and even the weather (some tools do not work in rain or snow, others ONLY work there...)
  • Creation Myth: The "Tale of the Five", first introduced in Monster Hunter: World. It describes reality before creation: a white, unending void inhabited only by humans and five dragons. When asked why nothing had a beginning or an end, instead of answering, the dragons vomited an ocean and swam away to combine their bodies to form the New World. One man managed to find the island with the guidance of the Sapphire Star and brought back scales from the Five, which the humans used to create the Old World themselves, and time began to flow...but the New World would remain in the collective memory as a sacred site and an uninhabited, untouched paradise.
  • Creator Cameo:
    • In Frontier G, the was a briefly available (if it's not still there) quest that had you hunt the director. He's dressed up as a Congalala, carries a cartridge of Frontier G around with him, and fights like a normal Congalala, but with some variation in his attacks; for example, his claw attacks throw confetti, and he may set up fireworks. Observe.
    • As an April Fool's joke, Capcom released a quest in Frontier G7 that involved hunting the producer. He's dressed up like a purple Gogomoa, and his attacks include using a Gunlance to produce fireworks which spell out, "Thank you for your continued help!" in kanji, landing on his rear to make copies of Frontier G7 fall from the sky, and throwing confetti. See it for yourself.
  • Creature-Hunter Organization: The Hunter Guild, since they only hunt monsters.
  • Critical Existence Failure:
    • Played straight for hunters, at least in the health department. As long as you've got the stamina, you can hit just as hard and move just as quickly even if you only have 1 HP left. That said, the Stamina bar shrinks over time as the hunter gets tired and hungry, and will shrink faster from taking too much damage, meaning fewer dodges or stamina-based attacks before needing to rest.
    • Played With for monsters. While monsters can still be in rage mode, moving faster and hitting harder when they should logically be barely able to move. They even rage more often when near death. But they also are easier to stagger and stun, and will probably limp when trying to escape. This is when they'll try to find a place to sleep to recover stamina (but not health), and they take extra damage when sleeping. Some of their attacks will become weaker or even useless if certain body parts are broken as well. That said, with few exceptions parts will simply take a certain amount of damage to break without a reduction in power or visible damage.
    • Played straight with the Dragonship when fighting Jhen Mohran in 3 Ultimate. In spite of all the abuse it takes, it looks perfectly intact up until the moment the Jhen Mohran delivers the finishing blow, and then all of a sudden, QUEST FAILED. Same goes for its relative, the Dah'ren Mohran, in 4 Ultimate.
  • Critical Hit:
    • Each weapon has an "Affinity" stat that determines the chance of one upon contact. A positive Affinity percentage will allow a weapon to nail Critical Hits; the higher the stat, the better the odds per hit. Affinity can be buffed through a wide variety of means, such as the "Critical Eye" series of armor skills and the Sword-and-Shield-exclusive Affinity Oil, and the Critical Boost skill raises the damage of critical hits.
    • A negative Affinity inverts this trope with a chance of "feeble hits" that do less damage than normal.
    • Weapons made with Chaotic Gore Magala parts in 4 Ultimate are notable for having separate positive and negative Affinity ratings, meaning your hits can randomly do extra damage, the usual amount of damage, or less damage. However, if you get hit with the Frenzy Virus and recover out of it to gain the attack and Affinity boosts, the negative Affinity will turn into additional positive Affinity that lasts for the duration of the Frenzy recovery buff.
    • An armor skill introduced in Generations Ultimate gives feeble hits a chance to instead deal a more powerful critical hit.
  • Critical Hit Class: It's possible to build a set entirely around dealing as many critical hits as possible through skills like Critical Eye+, Weakness Exploit, Antivirus, and more. Generations makes this strategy more viable and effective by introducing the Critical Boost skill, which increases crit damage to 1.4x, as well as more ways to increase Affinity. With a certain combination of skills, weapon, and sometimes item, it's possible to achieve 100% Affinity and effectively have a 40% damage boost.
  • Crossover: DLC missions often reward the player with gear based on some other franchise.
    • 4 features, among other crossovers, a Long Sword version of Inuyasha's Tessaiga. International versions changed this to an original weapon called Tenebra.
    • World:
      • On the PS4 version, some DLC missions will reward you with gear based on Horizon Zero Dawn that will give the player (male or female) the full appearance of Aloy if they wear the full set. You can also earn Watcher-based armor for the Palico, and forge Aloy's bow at the workshop.
      • Street Fighter, Mega Man, and Devil May Cry content DLC has also been released.
    • More literal examples in World:
      • Final Fantasy: A Moogle shows up through a portal and tells the Research Commission about a lost crystal that it needs to recover. It gets stolen by a Kulu Ya Ku that grows to enormous size that has to be put down. Once recovered, a Behemoth appears in the Elder's Reach and threatens to destroy the New World. It's generally considered the toughest fight in the game by a wide margin. It's the first Raid Boss to be introduced to the game and requires a balanced team including a healer. Starting the quest line changes the music in Astera to the Final Fantasy main theme, which stays until you've completed the Behemoth Special Assignment.
      • The Witcher 3: Wild Hunt: A nekker shows up in the Research Base because of a portal opened by a Leshen. Geralt of Rivia also arrives, having been pulled through at the same time. The commission requests that he find the monster responsible and take it down, since they don't know what they're up against. Completing the story quest allows the player to join in a related Quest to hunt a far more powerful Ancient Leshen, which is treated as a raid boss.
  • Crutch Character:
    • The Elder weapons (red reskins of the starting weapons) in Generations Ultimate. Right out of the box these weapons have damage potential exceeding anything available in High Rank, with decent white Sharpness, higher raw than all but the Awesome, but Impractical options, note  and can be made after completing a single G-rank Harvest Tour. However, they lack element and slots and can only be upgraded once before beating the final boss, so their main purpose is to have an edge against the early G-rank monsters and get older weapons upgraded to G-rank level.
    • Clearing the 6★ Urgent at the end of the Low Rank questline in World nets you a package of Zorah Magdaros parts, which can be used to create High Rank Blast Element weapons and Zorah α/β armor that couples the weapon with Blast Attack, both of which are reasonably stronger than any of the other High Rank equipment you can create from the High Rank versions of previously-encountered lesser monsters.
  • Cursed with Awesome:
    • The Frenzy Virus in 4. If it fully infects, it stops your natural health regeneration. However, attack enough while in the process of being infected with it and you not only recover, but also gain boosts to your attack power and Affinity. In fact, being infected is a really good idea if you're using a Chaotic Gore Magala weapon, as CGM weapons carry "feeble hit" chance alongside straight critical hit chance and getting the post-Frenzy boosts turns your feeble hit chance into additional crit chance. Generations introduces the Frenzy Fever Hunter Art, which inflicts Frenzy Virus on you in hopes of taking advantage of it.
    • The "Taunt" armor skill, earned with -10 points of Sense or less, makes enemies more attracted to you...which can be useful for drawing monsters away from your allies, especially if they're seriously damaged or if they're gunners, if you're using Adept Style and want to draw all the attacks towards you for Insta-Evades and Insta-Blocks, or if you're trying to lure monsters into traps. One NPC in Generations even discusses the practical applications of such a "negative" skill.
    • The Bubbles status in Generations has two stages. The second stage prevents you from attacking and makes it harder to move. There's also a skill that causes the hunter to get covered in bubbles if they roll. So why would you want this skill? Because the first stage just grants the effects of Evasion +1 and Constitution +1, meaning if you fight a monster that can't cause Bubbles (everything but Mizutsune), you can enjoy the beneficial first stage without having to worry about the hindering second stage. Additionally, the first stage of the Bubbles status is technically considered a negative status, meaning if one has the Crisis skill (which the Stonefist and High and G Rank Mizutsune armor sets so happen to have, though the second one needs it gemmed), which raises attack if you have a negative status, one can get a free attack boost with no downsides. Just don't use it against Soulseer Mizutsune, who becomes enraged if anyone is bubbled.
  • The Cutie: The Guild Sweetheart in Tri and 3 Ultimate. The Guildmarm in 4 is a combination of this and a Cute Clumsy Girl.
  • Cycle of Hurting: If you are unlucky or trapped into a corner, some monsters are just too happy to kill you with a cheap infinite combo that you can't get out of. Monster Hunter 4 Ultimate introduced the possibility to wait a little before getting up after being knocked down, which helps the player to avoid such situations by waiting for the right opportunity to get up. In a case of Videogame Cruelty Potential, a well-coordinated team can inflict this on monsters — once a monster is knocked over, stunned, or paralysed mid-match, it's easy for a full hunting party of 4 to pummel a monster from one distress state into another — going from a fatigued monster being battered until it flinches from body parts being broken, to being knocked over, to being caught in a trap, to being beaten into a dizzied state, to someone mounting the thing and rendering it knocked-over again, so that the cycle can be started all over.


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