Days Gone is a game that tasks the player with, among other things, taking out as many Freakers as possible. It's no surprise then that the game offers up numerous weapons to get the job done!
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Below is a list of the ten best weapons in Days Gone, the ones that everyone should be trying to get their hands on once they sit down with a controller in their hands. Some people may not find their favorite weapon on this list, but they will definitely find those that are best at slaughtering the Freaker horde!
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10 Spiked Bat
Let's start with a classic. The Spiked Bat is a melee weapon that can be crafted by putting together a Baseball Bat and a Box of Nails. Not only will players be able to get this weapon fairly early on in the game, but it manages to take down most enemies in around two hits.
People will discover better melee weapons as they progress through the story in Days Gone, but this one will do the job perfectly for most of the game, so don't feel bad about keeping it around for a long time.
9 Bat Axe
Okay, so when people are looking to upgrade from the Baseball Bat, we've got just the weapon for them.. Available slightly later on into the story of the game, the Bat Axe is crafted by combining a Sawblade with a Baseball Bat.
It should come as no surprise that this thing can end up being pretty lethal from close range, and being craftable it can come in handy for players who are stuck out in the middle of nowhere without many supplies. Definitely worth having one of these in the arsenal at all time.
Monster Hunter World All Weapons
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8 Drifter Crossbow
While most of the other weapons on this list are all about taking out as many Freakers as physically possible, whereas this one is all about efficiently taking out one. Silently taking out a group of enemies can allow the player to get by without much hassle, not having to take on everyone that is alerted in the area.
The drawback is that this is a purely situational weapon, especially considering its low rate of fire, but that doesn't mean it isn't worth having for those situations where it is truly perfect to have around.
7 Boozer's Shotgun
Another weapon that people won't have to do much searching for is Boozer's Shotgun. Handed to the player by Boozer towards the beginning of the game, this is their first primary weapon.
Even though it is given to the player at such an early stage, this weapon has an impressive amount of stopping power. It's a great little weapon that highlights just how fun it can be to mow down some Freakers. A great addition to any arsenal that the players can take out into the world of Days Gone.
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6 PDW
Not only does this little sidearm have some great stats, it comes in handy when taking on situational jobs. For example, any mission that has the players taking on a bounty while astride their bike can be perfectly handled with this gun by their side.
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It has a decent level of power for a pistol, it has a high clip size and low level of recoil. It can be bought from the Wizard Island merchant once the player has got their trust level up to at least three.
5 PPSH-41
With a huge rate of fire, this is a machine gun that many players will find can help them out of a tight spot. Not only will it help deal with Freakers, but players will be able to take out wolves and bears quite easily with this weapon.
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Its damage is average and has very little stopping power, but its range makes up for that. As a weapon that players can grab relatively early, this is one they'll want to get their hands on so that they can keep the Freakers as far away from them as possible.
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4 MWS
Max st ar sdk for android download. Players can pick this up from the Hot Springs Merchant with a trust level of two, meaning that it's a decent assault rifle that can be grabbed fairly early on. For those who don't want to make a shotgun their primary weapon, this gun is a worthy alternative.
The rate of fire is very high, meaning that players can spray and pray instead of having to make sure that each and every bullet hits. It can be very useful when overtaken by a large number of Freakers all at once.
3 Stinger SMG
Some players choose to stay away from this gun as they find that the lack of stopping power, combined with the average damage, just isn't enough for them against the Freakers.
However, the rate of fire and the high level of accuracy means this is an SMG for players that want to fire off a lot of precise shots in one go. A lot of people would rather lean into the crazy and chaotic vibe that the game has, but for those that want something a little more relaxed, give this one a go!
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2 .50 BFG
A lot of Days Gone pits the player against numerous enemies at once, but there are moments where a single shot weapon like this are much better to have around.
This sniper rifle won't be much help against a group of Freakers, but any bosses that the player has to take out can be easily dispatched with this rifle. Sadly, this gun won't be available to the player till the late game, but even then it can help with some seriously difficult situations.
1 Chicago Chopper
Styled on the famous Tommy Gun, this is the best weapon that a player can get in Days Gone. This weapon can kill enemies with a single bullet. With a capacity of 55 and firing at the rate of any normal submachine gun, this can put down a lot of Freakers in a short period of time.
Throw in the fact that the player can upgrade their bike to hold saddlebags, increasing the amount of ammo they can take into the world with them, and there's no reason why this shouldn't be at the top of the list. It can be bought much later into the game.
NEXT: Days Gone: Ten Games That Did Zombies Better
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There are 17 types of weapons in the Monster Hunter universe, with three of them (MBG, CB, IG) exclusive to the main series, and two (Tonfa and Magnet Spike) exclusive to Monster Hunter Frontier Z. Weapons are divided into two different classes: melee and ranged. The type of armor worn by hunters (with the exception of head gear) is dependent on these classes, with melee weapons requiring blademaster armor, and ranged weapons requiring gunner armor. Only a few 'neutral' armor sets (e.g., Leather or Chainmail) allow for the use of either class.
Monster Hunter World removes class restrictions on armor altogether, allowing hunters to pair any armor set with any type of weapon. Melee weapons provide more physical defense, while ranged weapons offer more elemental resistance.
Each weapon causes certain types of damage: cutting, impact and shot. The weak spots of a monster may vary depending on the type of damage dealt to it. Cutting damage is notably useful for slicing off the tails of certain monsters, while impact damage can both stun and exhaust most monsters over time with repeated strikes to the head. Shot damage can have a variety of damaging effects on a monster depending on the type of ammo used (e.g., pierce, crag, or slicing).
Most weapons are capable of delivering two or more types of damage, with varying efficiency. For example, the Sword and Shield and Great Sword primarily focus on dealing cutting damage, but are also capable of causing impact damage with certain attacks. A few weapons, such as the hammer and long sword, strictly focus on utilizing impact and cutting damage respectively.
The armor skills Punishing Draw and Sheath Control are notable for allowing cutting weapons like dual blades and long swords to deliver impact damage with sheathing attacks.
Discussions about Weapon Types
Starting out in Monster Hunter World - say, for instance, if you're coming to the game fresh with the delayed PC release - you'll have a lot to learn about weapons, as well as armour and, obviously monsters. It's not just about bashing and slashing. Each weapon class in Monster Hunter World has distinct nuances, uses, tactical purpose, and a whole bunch of depths to understand as you level them up.
But don't worry. Below, you'll find a full breakdown of all the main weapon types, what they do, and how to get the best out of them. We'll also start with an overview of a few of the combat fundamentals that will govern how you fight and level up your power. Starting with one of the biggest questions new Monster Hunter players have:
What is weapon affinity in Monster Hunter World and how to improve it
Weapon affinity is a more late game thing to worry about, but it gets mentioned a lot so it’s worth explaining. At a most basic level a weapon with more than 100% affinity has a better chance of doing more damage, while one with less than 100% will likely do less.
Effectively it’s how the game deals with critical attacks - higher affinities mean a better chance of higher damage. There are two main ways to improve it: via upgrading the weapon itself, or by upgrading armour with certain skills. Look for items making any mention of increasing attack power or affinity itself, mainly these:
What blunt, slicing and piercing effects mean in Monster Hunter World
All weapons have a blunt, slicing and piercing effect that can do different things in combat.
Choosing the right weapon or ammo type for a specific monster can increase the damage you can do, as well as the chance of removing extra parts you can use for crafting.
Monster Hunter World beginners weapon guide
You actually start Monster Hunter World with one basic version of each weapon type to get you started. Once you’re through the opening sections, and free to roam the main base, you can also go to your room, speak to the housekeeper and access a training area where you can try everything out. That’s a good way to get a feel for how each weapon works, how fast they are and see all the combo options and buttons displayed.
Each weapon suits a different play style, but the main things you want to think about when choosing one is the damage-to-speed ratio (as usual big damage, means slower attacks), range, and defensive options (some things have nothing but an ability to evade).
Great Sword
“A close range weapon with low mobility but powerful attacks. Accessible for beginners”
This is all about massively powerful, but slow attacks. You’ll really hurt anything you hit but it can be tricky to land blows, or string together successive combos because of the speed of movement - it’s easy to miss a target if it moves, and be left thumping the ground around it. You’ll also move slower while holding it and be left open after attacks as it takes some time to return to a ready position. It’s devastating if you can master its rhythm though, plus you can guard against attacks by using the board-like blade as a shield.
Long Sword
“A close range weapon that facilitates fluid combos and evasion”
This is, for Monster Hunter, a relatively fast weapon, although still a slow, heavy blade by most other games’ standards. It’s main benefits are range from the lengthy blade, four stage combos and dodging moves that let you cause damage and get out of the way immediately after. The fade slash (Circle and Triangle together) is a quick slash followed by a backwards dash. While the Foresight Slash (activated as a follow up after an initial attack with R2+Circle) is a back dash followed by a forward lunging slash. It’s faster to move around with and has a faster, more immediate evade than heavier weapons.
Sword and Shield
“A close range weapon set that lets you manoeuvre quickly and guard against attacks”
This is a fast, slicing weapon set, with both plenty of combos if you like to button mash, and some depth to them if you want a little more skill. There are several basic four stage combos accessible via single buttons, but also branching, more skilled combos from using various combinations. These access evasive attacks, dodges and shield bashes. This is the one weapon where it’s really worth spending some time in the Training Area to see what it can do as it has one of the largest movesets, including some really useful stuff that can only be triggered at the end of a combo. The obvious downside is it has all the range of a reasonably large kitchen knife.
Dual Blades
“Close range offensive weapons that are used to deal a rapid flurry of blows”
These are a short range set of knives based on landing lots of rapid blows quickly. It’s one of the closest range weapons, and offers no ability to block, so be warned. Instead it’s all about using fast slashing attacks to land as much damage as as fast as you can, and then get out the way. Key to maximising this are the Demon and Archangel Modes and Gauges - using attacks to fill and activate these lets you land even more damage with even faster, more attack filled combos.
Hammer
“A heavy weapon used to strike monsters at point-blank range and stun them”
This is another slooow weapon that affects your ability to move, attack and dodge. But if you’re okay with that then it can land large amounts of damage and stun monsters if you hit them on the head. That’s especially the case if you can make room to charge the attacks to one of the two available tiers, massively boosting its effects. Handily it’s also a weapon you can move with while charging. Because it’s a blunt weapon in Monster Hunter World it’s great at smashing armour away but its range means you’ll have to be right up in a creature’s grill to take advantage of that. You also need to be careful you don’t send other players flying.
Hunting Horn
“A special support weapon hunters use to gain or provide special buffs”
This is not an easy weapon to master. It’s basically a support weapon that functions like a hammer but plays a musical note with each attack - string them together in certain orders and you can convey buffs to you and your team. “Played” correctly it will do things like increase attack damage, add elemental effects or negate the stunning effects of a monster’s roar. But considering you’ll have to memorise numerous song combos, and perform them in combat, and try and hit the monster if you want to do any damage, this is probably not one to either use solo, or start off with.
Lance
“A defence oriented weapon use to approach targets with charges and fancy footwork”
The lance is a tricky weapon to use well as it’s more about defense than attack, using a shield to soak up damage or defensively approach monsters, while waiting for an opening. For, example its Guard Dash (R2, forwards and Triangle) is a quick dart forwards behind a raised shield, while its Counter Thrust (R2+Circle) is a parry followed immediately by an attack. It’s a great tanking weapon option, with high damage and defense, but requires a good ability to a read monster’s moves and time a response accordingly.
Gunlance
“A defense orientated weapon with a variety of shell attacks”
Think ‘big hitty weapon with a gun on the end.’ Like a basic lance this is defensive - using a shield for protection - but adds in the ability to end combos with a shell attack. There are three main options here: normal ammo gives you the most shots, long ammo gives you range, while wide ammo is basically a shotgun. It also has the very powerful Wyvern’s Fire (R2+Triangle+Circle) that can deal huge amounts of damage if you can time its slow charge. A hugely powerful weapon if used correctly.
Switch Axe
“A weapon that transforms between a long-reaching axe and a powerful sword”
This is a versatile weapon if you have the discipline to manage its key ability to change between a sword and an axe. Doing this lets you manage a couple of meters that, when filled correctly, access more powerful attacks and elemental damage. The basic pattern is this: in the top left you’ll see an image of the weapon with an internal bar which will decrease with sword attacks, and charge over time when in axe mode. When this is full, use sword mode to charge another, outer meter, around the sword icon. When that’s full, the blade will light up and you’ll deal increased damage and be able to unleash a variety of elemental attacks.
Charge Blade
“A weapon that stores energy in its sword form and release it in its axe form”
This is a little like a flipped version of the Switch Axe. It stores energy in its sword form and releases it when using the axe in the form of increased damage and elemental effects. The big difference here is that the sword is a smaller, faster blade and shield combo that combines into a huge, slow axe. It’s also got a fairly fiddly combo system, so takes a little mastering but can lay out huge attacks when used well, while providing good defense options.
Insect Glaive
“A lightweight weapon that lets you vault into the air and control Kinsects”
Essentially a staff weapon, this combines high mobility attacks and Kinsects which can ‘extract’ buffs from different monster parts. As a defensive weapon this is all about slashes and using the glaive as pole to vault into the air, both to cover ground quickly or gain height. The Kinsects are beetle-like things you can send out by targeting different monster areas to gain buffs for attack, movement, healing and resistance to a creature’s roar.
Light Bowgun
“A ranged weapon that frees up movement and lets you fire a variety of ammo”
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This is basically the gun of Monster Hunter World, letting you fight from a distance and stay out of trouble. It’s massively versatile, using 20 basic ammo types like poison, slicing, explosive and so on. Plus it has a range of secondary fire options like mines. The key difference between this and the Heavy Bowgun is that it’s faster to move with and reload, and carries more ammo, fires faster and recoils less.
Heavy Bowgun
“A ranged weapon that sacrifices mobility in exchange for powerful attacks”
Like the Light Bowgun, this uses a range of primary and secondary ammo types to fight at range and inflict effects like poison, piercing and explosive. It’s obviously slower to move with than the lighter version, fires more slowly and recoils all over the place. It packs a hell of a wallop though, so if you can land the shots it can really hurt.
Bow
“A weapon that lets you charge up power and attack from medium range”
The bow is another ranged option but one that lets you charge your shots for additional damage and with a lot of piercing damage. It’s more a medium range option, so you can’t hang as far back as either of the bow guns. However, it also has a close fire option for getting a bit nearer, a slow charging but high damage Dragon Shot, and uses a range of coatings to inflict status effects like poison and paralyse. A big difference here though is that certain coatings are specific to different bows, meaning you have to choose carefully depending on what you’re targeting.
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