Absolute Evasion 250pts 500pts (SP) An evasion with lengthy invulnerability time, also sheathing your weapon.
Absolute Readiness 420pts 704pts (SP) Evade with your weapon drawn, restoring Sharpness, reloading ammo, and applying phial coating.
Heal Gain 830pts 1196pts (SP) Temporarily improves Health recovery effects and Natural Recovery speed.
Escape Runner 250pts 500pts (SP) Stops Stamina depletion tempor- arily when running away from enemies or transporting items.
Hunter's Oasis 1330pts 1796pts (SP) Places a special healing device on the ground that restores Health within range.
Mass Combiner 830pts 1196pts (SP) Quickly boosts Combo success rate for a set time, making mass combos feasible.
Frenzy Fever 830pts 1196pts (SP) Infects you with Frenzy. Use with extreme caution.
Castle Walls 830pts 1196pts (SP) Medicine that temporarily raises Defense. Unable to dash while in effect.
Fortress Walls 1080pts 1496pts (SP) Medicine that temporarily raises Defense, but makes you unable to dash or evade.
Arisen Phoenix 1080pts 1496pts (SP) Removes all status effects and heals Health based on amount removed.
Ground Slash I 630pts 956pts (SP) Scrapes your Great Sword along the ground, producing a massive shock wave.
Ground Slash II 670pts 1004pts (SP) Scrapes your Great Sword along the ground, producing a massive shock wave.
Ground Slash III 830pts 1196pts (SP) Scrapes your Great Sword along the ground, producing a massive shock wave.
Lion's Maw I 290pts 548pts (SP) Slashes at the enemies in front of you and bolsters the next strike's Attack.
Lion's Maw II 350pts 620pts (SP) Slashes at the enemies in front of you and bolsters the next strike's Attack.
Lion's Maw III 500pts 800pts (SP) Slashes at the enemies in front of you and bolsters the next strike's Attack.
Brimstone Slash I 1250pts 1700pts (SP) Builds up power and slices in the direction you face. Counterattack if hit.
Brimstone Slash II 1500pts 2000pts (SP) Builds up power and slices in the direction you face. Counterattack if hit.
Brimstone Slash III 1670pts 2204pts (SP) Builds up power and slices in the direction you face. Counterattack if hit.
Moon Breaker I 420pts 704pts (SP) Leap into the air \and do an overhead swing \with your Greatsword.
Moon Breaker II 500pts 800pts (SP) Leap into the air \and do an overhead swing \with your Greatsword.
Moon Breaker III 830pts 1196pts (SP) Leap into the air \and do an overhead swing \with your Greatsword.
Sword Dance I 830pts 1196pts (SP) A flurry of five sword slashes. Useful for dealing elemental damage to hard body parts.
Sword Dance II 920pts 1304pts (SP) A flurry of seven sword slashes. Useful for dealing elemental damage to hard body parts.
Sword Dance III 1250pts 1700pts (SP) A flurry of nine sword slashes. Useful for dealing elemental damage to hard body parts.
Round Force I 250pts 500pts (SP) A wide sweep of your blade, slashing through targets. Invulnerable for its duration.
Round Force II 250pts 500pts (SP) A wide sweep of your blade, slashing through targets. Invulnerable for its duration.
Round Force III 290pts 548pts (SP) A wide sweep of your blade slashes foes and sends allies skyward. Grants invulnerability.
Shoryugeki I 670pts 1004pts (SP) Smashes shield upwards after a slash attack. Fierce enough to Stun if it hits a head.
Shoryugeki II 750pts 1100pts (SP) Smashes shield upwards after a slash attack for two more hits. Fierce enough to Stun.
Shoryugeki III 830pts 1196pts (SP) Smashes shield upwards after a slash attack for three more hits. Fierce enough to Stun.
Oil Maniac I 920pts 1304pts (SP) Activates a special blade oil concoction while rushing. Extra blade oil can be applied.
Oil Maniac II 1000pts 1400pts (SP) Activates a special blade oil concoction while rushing. A longer duration than Tier I.
Oil Maniac III 1000pts 1400pts (SP) Activates a special blade oil concoction while rushing. Stronger effects than Tier I.
Spinning Meteor I 830pts 1196pts (SP) Waves your Hammer around in a large arc for a series of hits and a final smash.
Spinning Meteor II 920pts 1304pts (SP) Waves your Hammer around in a large arc for a series of hits and a final smash.
Spinning Meteor III 1100pts 1520pts (SP) Waves your Hammer around in a large arc for a series of hits and a final smash.
Provoke I 670pts 1004pts (SP) Taunts monsters, raising chances of being targeted by them temporarily.
Provoke II 750pts 1100pts (SP) Raises chances of monsters targeting you while also increasing Defense.
Provoke III 830pts 1196pts (SP) Raises chances of monsters targeting you while also increasing Defense.
Typhoon Trigger I 250pts 500pts (SP) Press the X Button while spinning to unleash a powerful uppercut.
Typhoon Trigger II 330pts 596pts (SP) Press the X Button while spinning to uppercut. More spins means more power.
Typhoon Trigger III 420pts 704pts (SP) Press the X Button while spinning to uppercut. More spins means more power.
Pulsing Impact I 670pts 1004pts (SP) After activation, Charge Attack I-III changes. It is accompanied by a shockwave.
Pulsing Impact II 750pts 1100pts (SP) After activation, Charge Attack I-III changes. It is accompanied by a shockwave.
Pulsing Impact III 830pts 1196pts (SP) After activation, Charge Attack I-III changes. It is accompanied by a shockwave.
Shield Assault I 250pts 500pts (SP) Raises your shield to charge monsters while blocking. Keep pressing to thrust attack.
Shield Assault II 330pts 596pts (SP) Raises your shield to charge monsters while blocking. Keep pressing to thrust attack.
Shield Assault III 420pts 704pts (SP) Raises your shield to charge monsters while blocking. Keep pressing to thrust attack.
Corkscrew Jab I 1080pts 1496pts (SP) Raises your Lance and builds up power for a drilling thrust attack.
Corkscrew Jab II 1170pts 1604pts (SP) Raises your Lance and builds up power for a drilling thrust attack.
Corkscrew Jab III 1250pts 1700pts (SP) Raises your Lance and builds up power for a drilling thrust attack.
Enraged Guard I 670pts 1004pts (SP) Raises your shield to take an attack. Block stronger strikes to absorb more power.
Enraged Guard II 750pts 1100pts (SP) Raises your shield to take an attack. Block stronger strikes to absorb even more power.
Enraged Guard III 830pts 1196pts (SP) Raises your shield to take an attack. Absorbed power fluctuates by attack.
Healing Guard I 670pts 1004pts (SP) Incorporate medicine into your shield, recover you and your teammates' health by guarding.
Healing Guard II 750pts 1100pts (SP) Incorporate medicine into your shield, recover you and your teammates' health by guarding.
Healing Guard III 830pts 1196pts (SP) Incorporate medicine into your shield, recover you and your teammates' health by guarding.
Super Nova I 420pts 704pts (SP) Fire special Pierce Shot that triggers a wide-ranging midair explosion.
Super Nova II 500pts 800pts (SP) Fire special Pierce Shot that triggers a wide-ranging midair explosion.
Super Nova III 830pts 1196pts (SP) Fire special Pierce Shot that triggers a wide-ranging midair explosion.
Guns Blazing I 500pts 800pts (SP) Temporarily boosts movement and reload speed, and reduces gunfire recoil impact.
Guns Blazing II 750pts 1100pts (SP) Temporarily boosts movement and reload speed, and reduces gunfire recoil impact.
Guns Blazing III 1000pts 1400pts (SP) Temporarily boosts movement and reload speed, and reduces gunfire recoil impact.
Gunpowder Infusion I 170pts 404pts (SP) Increases Heavy Bowgun firepower for a set number of shots.
Gunpowder Infusion II 250pts 500pts (SP) Increases Heavy Bowgun firepower for a set number of shots.
Gunpowder Infusion III 330pts 596pts (SP) Increases Heavy Bowgun firepower for a set number of shots.
Slicing Shell I 830pts 1196pts (SP) The heavy bowgun shoots an iron pile that pierces the target.
Slicing Shell II 1000pts 1400pts (SP) The heavy bowgun shoots an iron pile that pierces the target.
Slicing Shell III 1170pts 1604pts (SP) The heavy bowgun shoots an iron pile that pierces the target.
Bullet Geyser I 300pts 560pts (SP) Backsteps, firing a timed explosive into the ground and sending you further backwards.
Bullet Geyser II 500pts 800pts (SP) Backsteps, firing a timed explosive into the ground and sending you further backwards.
Bullet Geyser III 650pts 980pts (SP) Backsteps, firing a timed explosive into the ground and sending you further backwards.
Full House I 250pts 500pts (SP) Loads all non-Rapid Fire ammo into your weapon with a single reload.
Full House II 310pts 572pts (SP) Loads all non-Rapid Fire ammo into your weapon with a single reload.
Full House III 380pts 656pts (SP) Loads all ammo into your weapon with a single reload, including Rapid Fire ammo.
Rapid Fire Rain I 300pts 560pts (SP) Fires a specialized ammo at high speed until it runs out or you press the B Button to stop.
Rapid Fire Rain II 500pts 800pts (SP) Fires a specialized ammo at high speed until it runs out or you press the B Button to stop.
Rapid Fire Rain III 650pts 980pts (SP) Fires a specialized ammo at high speed until it runs out or you press the B Button to stop.
Charged Shot I 300pts 560pts (SP) Charge up your Normal S Lv1 by holding A. 5 shots.
Charged Shot II 500pts 800pts (SP) Charge up your Normal S Lv1 by holding A. 10 shots. Recoil is slightly reduced.
Charged Shot III 750pts 1100pts (SP) Charge up your Normal S Lv1 by holding A. 10 shots. Recoil is further reduced.
Sakura Slash I 670pts 1004pts (SP) Two sweeping slashes that, if they connect, spawn after- strikes and raise the Spirit Gauge.
Sakura Slash II 750pts 1100pts (SP) Two sweeping slashes that, if they connect, spawn after- strikes and raise the Spirit Gauge.
Sakura Slash III 830pts 1196pts (SP) Two sweeping slashes that, if they connect, spawn after- strikes and raise the Spirit Gauge.
Unhinged Spirit I 420pts 704pts (SP) Grants a brief burst of Spirit, filling the Spirit Gauge and keeping it from draining.
Unhinged Spirit II 500pts 800pts (SP) Grants a burst of Spirit, filling the Spirit Gauge and keeping it from draining.
Unhinged Spirit III 580pts 896pts (SP) A large burst of Spirit, filling the Spirit Gauge and keeping it from draining for a while.
Critical Juncture I 1080pts 1496pts (SP) Clears your mind, allowing you to parry an attack and execute a fierce counter.
Critical Juncture II 1170pts 1604pts (SP) Clears your mind, allowing you to parry an attack and execute a fierce counter.
Critical Juncture III 1250pts 1700pts (SP) Clears your mind, allowing you to parry an attack and execute a fierce counter.
Sacrificial Blade I 670pts 1004pts (SP) Briefly raises your fighting power by sharpening your senses. Places a huge burden on the body.
Sacrificial Blade II 750pts 1100pts (SP) Further boost your power by straining your senses. Places a huge burden on the body.
Sacrificial Blade III 830pts 1196pts (SP) Gain overwhelming power by overtaxing your senses. Places a huge burden on the body.
Trance Slash I 670pts 1004pts (SP) Unleashes a string of axe and sword attacks, finishing with a discharge.
Trance Slash II 750pts 1100pts (SP) Unleashes an heavy barrage of axe and sword attacks, finishing with a discharge.
Trance Slash III 830pts 1196pts (SP) Unleashes a ferocious storm of axe and sword attacks, finishing with a discharge.
Demon Riot I 1080pts 1496pts (SP) Bolsters Sword Mode attack strength, but the Switch Gauge depletes over time.
Demon Riot II 1170pts 1604pts (SP) Bolsters Sword Mode attack strength, but the Switch Gauge depletes over time.
Demon Riot III 1250pts 1700pts (SP) Bolsters Sword Mode attack strength, but the Switch Gauge depletes over time.
Energy Charge I 500pts 800pts (SP) Reloads the internal Phial, finishing with a horizontal sweep of the sword.
Energy Charge II 650pts 980pts (SP) Reloads the internal Phial, finishing with a horizontal sweep of the sword.
Energy Charge III 850pts 1220pts (SP) Reloads the internal Phial and raises Affinity, finishing with a horizontal sword sweep.
Tempest Axe I 420pts 704pts (SP) Temporary enhances Axe mode. Movement speed increases and some Axe attacks are enhanced.
Tempest Axe II 500pts 800pts (SP) Temporary enhances Axe mode. Movement speed increases and some Axe attacks are enhanced.
Tempest Axe III 580pts 896pts (SP) Temporary enhances Axe mode. Movement speed increases and some Axe attacks are enhanced.
Dragon Blast I 830pts 1196pts (SP) Spews a fearsome swirling vortex of explosive hellfire.
Dragon Blast II 1000pts 1400pts (SP) Spews a fearsome swirling vortex of explosive hellfire.
Dragon Blast III 1250pts 1700pts (SP) Spews a fearsome swirling vortex of explosive hellfire.
Blast Dash I 250pts 500pts (SP) Shells propel you forward to close in on foes. Can use Overhead Smash after landing.
Blast Dash II 290pts 548pts (SP) Shells propel you forward to close in on foes. Can use Overhead Smash after landing.
Blast Dash III 330pts 596pts (SP) Shells propel you forward to close in on foes. Can use Overhead Smash in midair.
Dragon Breath I 1080pts 1496pts (SP) Builds up and maintains the Heat Gauge significantly, strengthening shelling.
Dragon Breath II 1170pts 1604pts (SP) Builds up and maintains the Heat Gauge significantly, strengthening shelling.
Dragon Breath III 1250pts 1700pts (SP) Builds up and maintains the Heat Gauge significantly, strengthening shelling.
Anti-Air Flares I 400pts 680pts (SP) Do a fullburst specialized in anti-aircraft. Activate Wyvern Fire if it's available.
Anti-Air Flares II 460pts 752pts (SP) Do a fullburst specialized in anti-aircraft. Activate Wyvern Fire if it's available.
Anti-Air Flares III 520pts 824pts (SP) In Tier III, the Wyvern Fire heat gauge reduction is even smaller compared to Tier II.
Triple Volley I 500pts 800pts (SP) Fires three volleys of arrows, dealing heavy damage. The last one is especially powerful.
Triple Volley II 600pts 920pts (SP) Fires three volleys of arrows, dealing heavy damage. The last one is especially powerful.
Triple Volley III 700pts 1040pts (SP) Fires three volleys of arrows, dealing heavy damage. The last one is especially powerful.
Haste Rain I 830pts 1196pts (SP) Once activated, speeds up movement and charge rate for a set period of time.
Haste Rain II 1000pts 1400pts (SP) Once activated, speeds up movement and charge rate for a set period of time.
Haste Rain III 1080pts 1496pts (SP) Once activated, speeds up movement and charge rate for a set period of time.
Blade Wire I 420pts 704pts (SP) Steel wire ties arrows of any charge together to deal cutting damage. Cannot apply coatings.
Blade Wire II 500pts 800pts (SP) Steel wire ties arrows of any charge together to deal cutting damage. Cannot apply coatings.
Blade Wire III 670pts 1004pts (SP) Steel wire ties arrows of any charge together to deal cutting damage. Cannot apply coatings.
Evasive Maneuvers I 250pts 500pts (SP) A bold technique that allows you to shoot after a backstep. Can be charged.
Evasive Maneuvers II 330pts 596pts (SP) A bold technique that allows you to shoot after a backstep. Can be charged.
Evasive Maneuvers III 420pts 704pts (SP) A bold technique that allows you to shoot after a backstep. Can be charged.
Blood Wind I 670pts 1004pts (SP) Spins you forward as you slash at your target. Can reorient two times.
Blood Wind II 750pts 1100pts (SP) Spins you forward as you slash at your target. Can reorient three times.
Blood Wind III 830pts 1196pts (SP) Spins you forward as you slash at your target. Can reorient four times.
Aerial Slam I 420pts 704pts (SP) Leap off a ledge to perform a spinning attack and a follow-up aerial drop attack.
Aerial Slam II 500pts 800pts (SP) Leap off a ledge to perform a spinning attack and a follow-up aerial drop attack.
Aerial Slam III 580pts 896pts (SP) Leap off a ledge to perform a spinning attack and a follow-up aerial drop attack.
Wolf's Maw I 1250pts 1700pts (SP) A fearsome animalistic attack where you deal two hits in one swing.
Wolf's Maw II 1500pts 2000pts (SP) A fearsome animalistic attack where you deal two hits in one swing.
Wolf's Maw III 1670pts 2204pts (SP) A fearsome animalistic attack where you deal two hits in one swing.
Spiral Rend I 510pts 812pts (SP) A drilling assault technique that does huge damage to weakspots.
Spiral Rend II 590pts 908pts (SP) A drilling assault technique that does huge damage to weakspots.
Spiral Rend III 700pts 1040pts (SP) A drilling assault technique that does huge damage to weakspots.
Euphony I 590pts 908pts (SP) Triggers the effects of all playable Melodies at one time. Effects apply only to yourself.
Euphony II 630pts 956pts (SP) Triggers the effects of all playable Melodies at one time. Effects apply only to yourself.
Euphony III 670pts 1004pts (SP) Triggers the effects of all playable Melodies at one time. Effects apply only to yourself.
Sonic Smash I 830pts 1196pts (SP) Perform a combo that ends in a smashing blow that sends out a shock wave.
Sonic Smash II 1000pts 1400pts (SP) Perform a combo that ends in a smashing blow that sends out a shock wave.
Sonic Smash III 1170pts 1604pts (SP) Perform a combo that ends in a smashing blow that sends out a shock wave.
Harmonize I 420pts 704pts (SP) Temporarily doubles Notes, even if an attack doesn't connect.
Harmonize II 580pts 896pts (SP) Temporarily doubles Notes, even if an attack doesn't connect.
Harmonize III 670pts 1004pts (SP) Temporarily doubles Notes, even if an attack doesn't connect.
Amped Recital I 420pts 704pts (SP) Once activated, recitals can be started after an invincible dodge.
Amped Recital II 500pts 800pts (SP) Once activated, recitals can be started after an invincible dodge.
Amped Recital III 580pts 896pts (SP) Once activated, recitals can be started after an invincible dodge.
Extract Hunter I 700pts 1040pts (SP) Hurls your Kinsect with lightning speed to harvest three Extracts. Extract effects are short.
Extract Hunter II 900pts 1280pts (SP) Hurls your Kinsect with lightning speed to harvest three Extracts. Extract effects are short.
Extract Hunter III 1000pts 1400pts (SP) Hurls your Kinsect with lightning speed to harvest three Extracts. Extract effects are short.
Swarm I 1000pts 1400pts (SP) Summons a swarm of insects that float around you, attacking anything nearby.
Swarm II 1080pts 1496pts (SP) Summons a swarm of insects that float around you, attacking anything nearby.
Swarm III 1250pts 1700pts (SP) Summons a swarm of insects that float around you, attacking anything nearby.
Bug Blow I 580pts 896pts (SP) Vaults after a combo attack to do an Overhead Smash. Stronger with Swarm active.
Bug Blow II 670pts 1004pts (SP) Vaults after a combo attack to do an Overhead Smash. Stronger with Swarm active.
Bug Blow III 750pts 1100pts (SP) Vaults after a combo attack to do an Overhead Smash. Stronger with Swarm active.
Kinsect Boost I 1080pts 1496pts (SP) The Kinsect awakens. After a spin attack, the Kinsect strikes with rapid attacks.
Kinsect Boost II 1170pts 1604pts (SP) The Kinsect awakens. After a spin attack, the Kinsect strikes with rapid attacks.
Kinsect Boost III 1250pts 1700pts (SP) The Kinsect awakens. After a spin attack, the Kinsect strikes with rapid attacks.
Energy Blade I 750pts 1100pts (SP) Turns an Element Discharge into a blade. Charge amount affects length and power.
Energy Blade II 830pts 1196pts (SP) Turns an Element Discharge into a blade. Charge amount affects length and power.
Energy Blade III 920pts 1304pts (SP) Turns an Element Discharge into a blade. Charge amount affects length and power.
Limit Breaker I 1080pts 1496pts (SP) Temporarily raises the overall charge limit from five phials to seven.
Limit Breaker II 1170pts 1604pts (SP) Temporarily raises the overall charge limit from five phials to nine.
Limit Breaker III 1250pts 1700pts (SP) Temporarily raises the overall charge limit from five phials to ten.
Healing Phial I 450pts 740pts (SP) Swaps your gear for a healing phial that restores your health with a Roundslash.
Healing Phial II 580pts 896pts (SP) Swaps your gear for a healing phial that can Roundslash you and your allies back to Health.
Healing Phial III 630pts 956pts (SP) Swaps your gear for a healing phial that can Roundslash you and your allies back to Health.
Chainsaw I 400pts 680pts (SP) Use your shield to deal multi-speedy-attacks and generate phial energy.
Chainsaw II 520pts 824pts (SP) Use your shield to deal multi-speedy-attacks and generate phial energy.
Chainsaw III 640pts 968pts (SP) Use your shield to deal multi-speedy-attacks and generate phial energy.




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Unofficial translations are provided by the MHXX english patch team.