Hunting Horn


Frontier's

Weapon
Hunting Horn (HH) is based on the classic MHFU moveset. While it can be challenging to use effectively as an offensive weapon, it truly shines in a support role.

However, a support role does not mean standing on a ledge playing songs. You should manage your song uptime carefully, learn song durations, and use the time between performances to attack. High-level players can even use performances as attacks during windows of opportunity.

For an explanation on element damage, see our Elements page

. For more information on motion values, see the Damage Calculator .

Songs


There are a total of 78 songs available.

White, White

Movement Speed Up

Less Bouncing

600

240

600

All Styles

White, Blue

No Stamina Loss [Small]

No Stamina Loss

90

60

90

All Styles

Cyan, Blue, White

Sharpness Recovery [Small]

-

0

0

0

All Styles

Blue, Cyan, Blue

Wind Pressure [Large]

Wind Pressure Immunity

180

120

180

All Styles

Blue, Blue, Cyan

Clairvoyance

-

30

30

30

All Styles

Cyan, Pink, White

Defense Up [Small] [ 1.15x ]

Defense Up [ 1.2x ]

120

90

120

Storm / Extreme Style

Blue, White, Pink

Heat Immunity

-

240

240

480

Storm / Extreme Style

Pink, Pink

Monster Cannot Flee

-

300

300

300

Extreme Style

Blue, Blue

Water Elemental Hitzone Values Debuff (+4)

-

90

90

90

Extreme Style

Cyan, Cyan

Ice Elemental Hitzone Values Debuff (+4)

-

90

90

90

Extreme Style

The durations are in seconds.

Hunting Horn Weapons Valid Notes Combinations

White Blue Red

White Yellow Red

White Green Red

White Cyan Red

White Green Yellow

White Blue Yellow

White Green Cyan

White Green Blue

White Yellow Cyan

White Cyan Blue

Purple Blue Red

Purple Yellow Red

Purple Green Red

Purple Cyan Red

Purple Green Yellow

Purple Blue Yellow

Purple Green Blue

Purple Green Cyan

Purple Yellow Cyan

Purple Cyan Blue

Earth Style


Earth Style is the standard

Weapon
Hunting Horn base. It includes the typical three notes listed on the
Weapon
Hunting Horn
and allows you to perform a sonic bomb effect by pressing the Kick button.

Heaven Style


Heaven Style replaces the ground pound with an upthrust attack. This upthrust is one of the best and most reliable DPS options for the

Weapon
Hunting Horn and should be used whenever possible. The attack has three hits, and you can repeat the input to infinitely spam the second part (the actual upthrust), which is very effective when used correctly. The new attack has a motion value of 60(24)・30(24)×n・38(30).

Storm Style


Storm Style retains the new upthrust attack and replaces the ability to use a Sonic Bomb with a new light pink note. This note adds several new songs, including ones that boost elemental damage by 1.10x for all players and provide Paralysis Immunity. With Storm Style, it's ideal to use a

Weapon
Hunting Horn with
Hunting Horn Note
Purple
,
Hunting Horn Note
Cyan
, and
Hunting Horn Note
Red
notes, as this combination allows you to play Attack Up Large, Paralysis Immunity, and Elemental Attack Up.

Extreme Style


Extreme Style combines features from all previous styles and adds extra mobility and a new debuff mechanic.

In Extreme Style, you can run with your

Weapon
Hunting Horn unsheathed, which can be comboed into a double swing attack with a 40x2 motion value.

Additionally, Extreme Style introduces a Sonic Bomb that can inflict various debuffs on monsters. To unlock this, you need to attack monsters until the

Weapon
Hunting Horn icon next to the stave bars turns bright red and flashes. Once activated, your notes will gain a square icon around them, indicating that you can perform a Sonic Bomb that will apply one of three debuffs based on the notes used. If the meter is not built up, you'll perform a standard Sonic Bomb with normal effects, which is still useful for applying
Armor Skill
Red Soul
and
Armor Skill
Blue Soul
to all players within a radius.

The available debuffs include increasing physical hitzones by +2, increasing elemental hitzones by +4, and preventing monsters from fleeing. These are significant buffs, especially for team play, so it's important to maintain them as much as possible. This encourages a more aggressive playstyle rather than simply staying on the sidelines.

Example Gear with Runs


Active Feature


x2 Song duration. Synergizes well with Flute Expert.

Hiden


HH Tech Master

Twin Hiden, 30

Sharpness level +1 is added to HH Tech 【Flamboyant Emperor】.

HH Tech 【Flamboyant Emperor】

30

Gives Super High-Grade Earplugs, Attack x1.2 when wielding a Hunting Horn and Fencing+1. Performance mode note color decision is made 34% faster.

HH Tech Kaiden

20

Increases attack by 1.1 and grants Fencing+1 when wielding Hunting Horn.

HH Tech Expert

10

Fencing+1 when wielding Hunting Horn.

HH Tech Novice

-10

Attack x0.8 when wielding Hunting Horn.

Skill Interactions


Armor Skill
Dissolver

Adjusts the element hitzones by +15. Determination applies the effects of Dissolver without the need for hitzone requirements, effectively forcing elemental damage or reducing/negating negative hitzones.

Armor Skill
Vampirism

+5 True Raw per hit. Up to 80 True Raw can be gained through leeching.

Armor Skill
Stylish Assault

20 seconds uptime. The duration can be refreshed by successfully using i-frames again.

Armor Skill
Stylish

+5 sharpness recovery. When using Stylish Up get 2 free hits before sharpness is reduced.

Armor Skill
Lavish Attack

-4 sharpness per hit. Lavish Attack reduces the free hits granted by Stylish Up to 1.

Armor Skill
Ice Age

1/9/21 hits to reach stage 1/2/3 respectively. All weapons share the same stage decay timer; Ice Age Up only affects the third stage’s decay rate.

Armor Skill
Rush

16/800/? total Motion Value to reach stage 1/2/3 respectively. The third stage, exclusive to Rush Up, has a limited duration.

Armor Skill
Ceaseless

14 seconds decay window. 11/32/40 hits required to reach stage 1/2/3 respectively (8/24/40 with Ceaseless Up). The third stage is also exclusive to Ceaseless Up, which decays by stages rather than all at once.

Armor Skill
Point Breakthrough

40 seconds duration. 7/4 hits to reach stages 1/2 respectively (6/4 with Fencing+2). The previously hit hitzone is more vulnerable at Stage 2, and Fencing +2 slightly eases activation.

Armor Skill
Furious

1/2/5 evasions to reach stage 1/2/3 respectively. These effects apply to both successful evasions and perfect guards (where applicable), but attacking is necessary to advance stages.

Sigils Usability Ratings


Sigil
Beatdown

Boosts the Motion Value of the Jab Attack (16 > 27).

Tech Boost

Sigil
Musical Attacks

Boosts the Motion Value of all attacks related to playing song notes: Start Playing (26 > 39), Note 1 (50 > 75), Note 2 (43 > 64), Note 3 (49 > 73), Stop Playing (31 > 46).

Tech Boost

Sigil
Note Change

Allows you to modify the color of the selected note slot to match the sigil.

Tech Boost

Sigil
Stun Value

Increases KO damage by 1.1x. Only one sigil applies. Stacks with Caravan Skill (1.1x) and Active Feature (1.5x) for a maximum of 1.815x.

Other

Sigil
Sonic Bomb Range

Increases the range of the sonic bomb effect.

Other

Tips and Tricks


  • The

    Weapon
    Hunting Horn uses a modified version of recital mode from Monster Hunter 2. The main difference is that notes are retained until you perform an encore, play a debuff melody, or sheathe your weapon.

  • Always equip

    Armor Skill
    Encourage+2 for
    Armor Skill
    Horn Maestro
    and party-wide
    Armor Skill
    Evasion+2
    .
    Zenith Skill
    Encourage Up
    provides party-wide stamina benefits if you have it.

  • Every

    Weapon
    Hunting Horn in the game has Attack Up Large, thanks to Storm style's pink notes.

  • Chaining attacks into recitals plays the notes faster than usual. If you start a melody with

    Hunting Horn Note
    Purple , Hilt Stab > Recital is the quickest way to begin your song.

  • Weapon
    Hunting Horn has the lowest hit requirement of all weapons to prepare a
    Buff
    Transcend Transcend
    burst attack.

  • Weapon
    Hunting Horn is a valuable but challenging tool for learning how to fight
    Monster
    Raviente Raviente
    as part of a combat team, especially regarding animation lock.

  • If using

    Hunting Horn Note
    Cyan +
    Hunting Horn Note
    Red
    notes, avoid crossing streams from Attack Up Large to Defense Up Large without first encoring the former, especially if there are
    Armor Skill
    Adrenaline
    users in your party. Otherwise, you risk playing a Health Increase melody, which will deactivate
    Armor Skill
    Adrenaline
    .

  • Opting for a healing-focused playstyle with items isn't recommended, as you'll already be juggling buffs and damage on a relatively slow weapon. It’s not worth the effort.

  • The sonic bomb and debuff song motions can reliably apply the effects of the

    Armor Skill
    Red Soul and
    Armor Skill
    Blue Soul
    skills to other hunters.

  • The benefits of

    Zenith Skill
    Soul Up are reasonable, so it's common for
    Weapon
    Hunting Horn
    users to opt for both
    Armor Skill
    Red Soul
    (via
    Armor Skill
    Blazing Majesty
    and
    Armor Skill
    Blue Soul
    for extra buffs.

  • This weapon type is very useful in

    Location
    Hunter's Road Hunter's Road teams due to the songs effects.