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.




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