Welcome, Riders and RPG aficionados! In this focused review, we’re diving deep into the heart of Monster Hunter Stories 2‘s combat system. Rather than covering the whole game like a traditional review, we’re zooming in on the turn-based battle mechanics and weapon performance. From kinship strategies to charge skills, we’ll evaluate each weapon type across slash, blunt, and pierce categories, followed by a full critique of the combat system itself. Let’s begin.
Pierce-Type Weapons
Gunlance – Grade: A
The Gunlance is a hybrid offensive-defensive weapon that shines in longer battles. Its unique mechanic involves accumulating ammo charges, which can be used across various powerful skills:
- Shelling (2 ammo): Versatile and works with any attack type.
- Wyrmstake Cannon (5 ammo): Multiple hits on a single target.
- Burst Fire (8 ammo): Wide AoE attack.
- Seals (kinship-based): Can disable attack types.
- Guard & Protect: Offers significant defense and ally protection.
- Wyvern’s Fire (full kinship): Devastating all-enemy finisher.
Its ammo meter persists even when you switch weapons—a strategic bonus. Paired with its inherent defense boost, it’s a reliable, rewarding choice for tactical players.
Bow – Grade: C+
The Bow delivers high potential but is less consistent. Depending on its variant (spread, rapid, or pierce), it fills different niches:
- Charge mechanic: You must spend a turn charging before using advanced attacks.
- Elemental Coatings (kinship-based): Inflict Sleep, Poison, or Paralysis.
- Arc Shot: AoE finisher.
- Absolute Evasion: A handy dodge tool.
Though capable of great DPS or group control, its reliance on setup (charging) and RNG (status effects) makes it more situational than its pierce counterpart.
Blunt-Type Weapons
Hunting Horn – Grade: B
This support-focused weapon offers four distinct skill sets depending on its type:
- Music: Focused on healing and status recovery.
- Tune: Provides party-wide buffs (crit chance, elemental power).
- Melody: Grants immunity to status effects.
- Song: Offers defense, item economy, and all-around boosts.
Despite lacking strong direct attacks, the Horn excels in boss encounters and co-op support. Especially powerful during midgame, it becomes more niche by late-game due to rising offensive needs.
Hammer – Grade: B-
The Hammer is all about big hits and charge levels (1–3), unlocking powerful area and single-target strikes:
- Double Swing, Meteor Hammer, Spinning Meteor, Hammer Slammer – progressively stronger attacks.
- Chaser Variants: Deal bonus damage based on enemy status.
- Absolute Evasion: Defensive fallback.
Its drawbacks are that you can only use skills at your current charge level, not below, and status-dependent Chaser boosts require planning or a support partner. Still, when set up correctly, it hits like a freight train.
Slash-Type Weapons
Greatsword – Grade: A
The Greatsword is the game’s brute-force champion. Its combat loop is simple but highly effective:
- Charge Tackle and Charge Cut: Build up gauge.
- Charge Slash and True Wide Slash: Consume gauge for powerful attacks.
- Guard: Adds survivability.
This weapon thrives on consistency. Its lack of complexity is a strength, letting players focus entirely on reading enemies and exploiting weaknesses.
Sword & Shield – Grade: B+
The Sword & Shield is versatile and beginner-friendly. With elemental attack variants like Focus, Frost, Shock, and Dragon Seal Slashes, it adapts well to most fights:
- Guard and Counter Stance: Defensive utility.
- Naturally higher crit rates than other weapons.
- Balanced stats and accessibility make it a steady performer.
Though it lacks the highest peaks of power, it’s dependable and safe, making it a great go-to for most situations.
Final Thoughts on the Combat System – Grade: A-
The battle system in Monster Hunter Stories 2 does a fantastic job of capturing the essence of Monster Hunter combat—through a turn-based JRPG lens. It layers mechanics like:
- Elemental and weapon-type matchups
- Targeting specific monster parts for control or loot
- Swapping Monsties mid-fight
- Double Attacks that negate enemy turns and reward prediction
- Kinship Attacks that act as powerful finishers and defensive resets
- Gene transfer and ability customization for deep party building
Its strengths lie in its flexibility and room for mastery. The only drawbacks are:
- Double Attacks are a little too strong, sometimes making skill usage feel secondary.
- Battles can drag on, though this is mitigated with 3x speed settings and field-based monster avoidance.
Overall, the combat is rich, tactical, and satisfying. It rewards preparation and clever play without ever overwhelming the player.
Final Verdict
- Gunlance: A
- Bow: C+
- Hunting Horn: B
- Hammer: B-
- Greatsword: A
- Sword & Shield: B+
- Combat System Overall: A-
This review focused entirely on combat, but if you want more breakdowns on other systems—like Monstie optimization or late-game builds—feel free to reach out. Until then, sharpen your blades, charge your kinship, and happy hunting!




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