| 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. |
| Moonbreaker I |
420pts
704pts SP
|
Leap up into the air, then use the weight of your Great Sword to deliver a fierce downward slash. |
| Moonbreaker II |
500pts
800pts SP
|
Leap up into the air, then use the weight of your Great Sword to deliver a fierce downward slash. |
| Moonbreaker III |
830pts
1196pts SP
|
Leap up into the air, then use the weight of your Great Sword to deliver a fierce downward slash. |
| 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. |
| Chaos Oil I |
920pts
1304pts SP
|
Charges forward and applies effects of all other oils to your blade. Can be used along with existing oils. |
| Chaos Oil II |
1000pts
1400pts SP
|
Charges forward and applies effects of all other oils to your blade. Lasts longer than Tier I. |
| Chaos Oil III |
1000pts
1400pts SP
|
Charges forward and applies effects of all other oils to your blade. Effects are stronger than in 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
|
Taunts monsters, raising chances of being targeted by them temporarily. Also raises Defense. |
| Provoke III |
830pts
1196pts SP
|
Raises chances of monsters targeting you while also increasing Attack. |
| 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. |
| Impact Press I |
670pts
1004pts SP
|
Adds a shockwave attack to Charged Attack I - III for a limited period. |
| Impact Press II |
750pts
1100pts SP
|
Adds a shockwave attack to Charged Attack I - III for a limited period. |
| Impact Press III |
830pts
1196pts SP
|
Adds a shockwave attack to Charged Attack I - III for a limited period. |
| 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 Shield I |
670pts
1004pts SP
|
Coats your shield with medicine that restores Health over an area when blocking attacks. |
| Healing Shield II |
750pts
1100pts SP
|
Coats your shield with medicine that restores Health over an area when blocking attacks. Effect lasts longer. |
| Healing Shield III |
830pts
1196pts SP
|
Coats your shield with medicine that restores Health over an area when blocking attacks. Effects are stronger. |
| 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. |
| Void Piercer I |
830pts
1196pts SP
|
Loads an iron loading pin into the Heavy Bowgun and fires it at the target. |
| Void Piercer II |
1000pts
1400pts SP
|
Loads an iron loading pin into the Heavy Bowgun and fires it at the target. |
| Void Piercer III |
1170pts
1604pts SP
|
Loads an iron loading pin into the Heavy Bowgun and fires it at 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. |
| Charge Shot I |
300pts
560pts SP
|
Can fire up to five charged Normal S Lv1 rounds. Charge by holding the A Button. |
| Charge Shot II |
500pts
800pts SP
|
Can fire up to ten charged Normal S Lv1 rounds with less recoil than in Tier I. |
| Charge Shot III |
750pts
1100pts SP
|
Can fire up to ten charged Normal S Lv1 rounds with less recoil than in Tier II. |
| 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. |
| Devouring Demon I |
670pts
1004pts SP
|
Temporarily raises your Attack by sharpening the mind, but places a great burden upon the body. |
| Devouring Demon II |
750pts
1100pts SP
|
Temporarily raises your Attack by sharpening the mind, but places a great burden upon the body. |
| Devouring Demon III |
830pts
1196pts SP
|
Temporarily raises your Attack by sharpening the mind, but places a great burden upon 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
|
Powers up Axe Mode for a short time and speeds up movement. Some axe attacks are also stronger. |
| Tempest Axe II |
500pts
800pts SP
|
Powers up Axe Mode for a short time and speeds up movement. Some axe attacks are also stronger. |
| Tempest Axe III |
580pts
896pts SP
|
Powers up Axe Mode for a short time and speeds up movement. Some axe attacks are also stronger. |
| 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 Heat Gauge significantly, strengthening shelling. |
| Dragon Breath III |
1250pts
1700pts SP
|
Builds up and maintains Heat Gauge significantly, strengthening shelling. |
| AA Flare I |
400pts
680pts SP
|
Knock out aerial targets with Burst Fire, following up with Wyvern's Fire if possible. |
| AA Flare II |
460pts
752pts SP
|
Knock out aerial targets with Burst Fire, following up with Wyvern's Fire if ready. |
| AA Flare III |
520pts
824pts SP
|
Knock out aerial targets with Burst Fire, following up with Wyvern's Fire if ready. |
| 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 a volley of three arrows, dealing heavy damage. The last one is especially powerful. |
| Triple Volley III |
700pts
1040pts SP
|
Fires a volley of three 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
|
Temporarily raises movement and charge speed for a set period of time. |
| Haste Rain III |
1080pts
1496pts SP
|
Temporarily raises movement and charge speed 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. |
| Tactical Retreat I |
250pts
500pts SP
|
A dodge coupled with a backwards shot, combining offense and defense. The shot can be charged mid-dodge. |
| Tactical Retreat II |
330pts
596pts SP
|
A dodge coupled with a backwards shot, combining offense and defense. The shot can be charged mid-dodge. |
| Tactical Retreat III |
420pts
704pts SP
|
A dodge coupled with a backwards shot, combining offense and defense. The shot can be charged mid-dodge. |
| 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 Slice I |
510pts
812pts SP
|
Spring forth in a whirl of blades, dealing major damage to a monster's soft parts. |
| Spiral Slice II |
590pts
908pts SP
|
Spring forth in a whirl of blades, dealing major damage to a monster's soft parts. |
| Spiral Slice III |
700pts
1040pts SP
|
Spring forth in a whirl of blades, dealing major damage to a monster's soft parts. |
| 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. |
| Invigoration I |
420pts
704pts SP
|
For a time, your Performances will kick off with a dodge, with a small window of invulnerability. |
| Invigoration II |
500pts
800pts SP
|
For a time, your Performances will kick off with a dodge, with a small window of invulnerability. |
| Invigoration III |
580pts
896pts SP
|
For a time, your Performances will kick off with a dodge, with a small window of invulnerability. |
| 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
|
Wraps you in a horde of insects that attack any perceived threats. |
| Swarm III |
1250pts
1700pts SP
|
Wraps you in a horde of insects that attack any perceived threats. |
| 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. |
| Bug Majeure I |
1080pts
1496pts SP
|
Awakens your Kinsect for a time, and adds an additional spin to your Kinsect Spin Attacks. |
| Bug Majeure II |
1170pts
1604pts SP
|
Awakens your Kinsect for a time, and adds an additional spin to your Kinsect Spin Attacks. |
| Bug Majeure III |
1250pts
1700pts SP
|
Awakens your Kinsect for a time, and adds an additional spin to your Kinsect Spin 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. |
| Ripper Shield I |
400pts
680pts SP
|
Transforms your shield into a powerful cutting disc, which also recovers blade attack energy. |
| Ripper Shield II |
520pts
824pts SP
|
Transforms your shield into a powerful cutting disc, which also recovers blade attack energy. |
| Ripper Shield III |
640pts
968pts SP
|
Transforms your shield into a powerful cutting disc, which also recovers blade attack energy. |