Getting Started in Monster Hunter Rise: Sunbreak

A first hunt in Rise becomes clearer when you track the monster's next action and the route around it. That view guides when to attack or spend a Wirebug charge. Choose one of 14 weapon types, prepare for the target's specific needs, and collect Spiribirds while traveling from camp to the fight; together, those decisions produce a cleaner hunt.

Your first Village large-monster quest sends you after Great Izuchi in the Shrine Ruins. A shrine stands on a cliff above a river, and a pack patrols the paths below. The larger Great Izuchi leads that pack. Attack its head; the smaller Izuchi are not your quest target.

Rise makes the route part of each hunt. In the Shrine Ruins, the Frost Islands, and the Flooded Forest, a Wirebug lets you cross gaps and start wall runs to higher ground. Spiribirds strengthen your hunter for the current quest, and unlocked camps provide more fast-travel destinations. Learn a route that gathers the bonuses you need without losing track of the target.

Expect knockdowns and occasional faints. Sometimes you will use Wirefall straight into the monster's next attack. Rise has no character level that automatically raises your combat stats. A monster that stopped you yesterday becomes manageable after you upgrade your equipment, learn which attacks leave an opening, and aim for a softer part instead of the torso.

Try several weapon types until you find one that suits how you want to hunt, then return to the others as you learn the game. Bring a Palamute when you want rapid travel between monsters.

Use the official manual when you need the buttons for Wirebug movement, buddies, or the HUD. The first hunt is about putting those controls to work.

A Great Izuchi hunt

Accept the Great Izuchi, Great Pain Village quest from Hinoa. Before you depart, order dango at a canteen in Kamura and take Potion from the item box. Once you have Honey, combine it with a Potion to make a Mega Potion.

You land at the main camp. Take the items marked as supplies first because they disappear when the quest ends. Great Izuchi is usually on the paths below the shrine, and its icon is already on the map. Ride the Palamute down, collecting green Spiribirds for health and yellow ones for stamina on the way. The equipped Petalace determines each stat's limit and how much each bird adds. These bonuses last for the entire quest, even after you faint, but reset when the quest ends.

When you reach the monster, hit the head because it takes more damage than the torso. Orange numbers on an ordinary melee hit are rough feedback, not proof that you found the weakest part. The torso can still show orange, and sharpness also changes that color. Hunter's Notes marks weak parts as you research them; for this hunt, keep hitting the head. A Gunlance shell or sticky ammo ignores hitzones, so orange on those attacks does not mark a weak part.

You can sharpen and use recovery items in the Palamute's saddle, but you are not invulnerable there. On foot, Wiredash carries you onto walls and across gaps. After a knockdown, Wirefall gets you up by spending a Wirebug charge. Keep one charge available when your weapon's other Wirebug actions allow it, but watch the monster before using it. Remaining down can be safer than using Wirefall into the next attack. Silkbind attack uses a Wirebug with the weapon drawn. A jumping Wirebug attack or a Silkbind attack can make a monster mountable. When that happens, use Wyvern Riding. You can then attack another monster or launch the mounted monster into a wall.

If a melee attack bounces, stop. Low sharpness makes attacks easier to deflect, and some monster parts are harder than others. Sharpen with the Whetstone, then try the head or another softer part instead of repeating the same attack.

When Great Izuchi limps, it is weak enough to capture. Catch it in a Shock Trap, then use two Tranq Bomb items. A capture does not let you carve; killing the monster lets you carve its body before you return.

You have fifty minutes and can faint twice; the third faint fails the quest. After a faint, you respawn at the main camp with whatever remains in the pouch, not at a sub-camp. Restock from the box before you go back out. Failing does not weaken your hunter: use what you learned for the next attempt. After a successful hunt, keep the monster parts for the smithy.

Eat before every hunt

After the first quest, prepare for the next hunt before you leave Kamura. Eating raises your maximum health and stamina and can activate dango skills. A steak or Ration in the field restores stamina but does not grant the meal's health bonus. Order dango before posting the next quest.

Dango skills activate separately for each of the three flavors you select. A Dango Ticket raises those activation chances. Dango Defender, Dango Medic, and the other skill effects are separate from the meal's health and stamina bonuses.

The meal first raises your maximum health. Spiribirds can then raise it further, up to the limit set by the equipped Petalace. After those health bonuses, improving your armor and Defense helps you survive hits.

What to bring

Once you have eaten, fill the pouch you will carry. The item box is in Kamura and at camp, and you can combine items from the item menu. The Whetstone is already on the item bar and does not run out.

After a quest begins, the supply box at camp contains extra items. Use the ones marked as supply items first because they disappear when the quest ends.

Add items when the target monster creates a need for them instead of carrying the entire list from the start. Later in the Shrine Ruins, Arzuros may interrupt another hunt. If Arzuros keeps pursuing you, use a Dung Bomb. You may need another, and the monster can still return. When you begin hunting Magnamalo, bring a Flash Bomb for the moments when it leaves the ground. Hellfireblight is not Fireblight. Using Wiredash removes Hellfireblight and leaves a damaging hellfire cloud; using Deodorant or evading repeatedly also removes Hellfireblight. does not prevent or remove it.

Palamute and Palico

A Palamute carries you along the route and attacks beside you, while a Palico's support type determines its specialty. For the first hunts, take a Palamute for travel and a Palico for support. Village quests and solo Hub quests allow two Buddies, so later you can take two Palamutes or two Palicoes. Multiplayer Hub quests allow one Buddy per hunter, and Arena quests allow none. The Palamute's saddle does not make you invulnerable, and Buddy equipment is its own loadout rather than a replacement for your weapon.

Spiribirds and the Petalace

Your final preparation happens along the route from camp to the monster. Green Spiribirds add health, yellow add stamina, red add Attack, and orange add Defense. Your first Petalace, the Hunting Petalace, determines each stat's limit and how much each bird adds. On the first hunts, collecting enough green birds adds up to +30 health.

Eat at the Canteen before departing, then collect birds along the route. Skipping the birds means hunting with the meal's bonus alone. You can switch the equipped petalace from the item box, but only one can be active at a time.

Later petalaces have higher limits. Some advanced quests put a Prism Spiribird at camp that fills the whole cap at once. is a Sunbreak Master Rank skill: on applicable quests it grants a random Spiribird's effect at fixed intervals. The skill does not help you find birds or raise the cap.

Defender weapons and Black Belt armor

Back in Kamura, decide how quickly you want to move through the base game. Defender weapons and Black Belt armor are catch-up equipment, free to every Rise player, with or without Sunbreak. Claim both from the Courier's Add-on Content menu. Forge and upgrade Defender weapons at the smithy. Equip Black Belt armor from the item box. This equipment has high stats for the point when it becomes available and costs little to improve, so it provides a shortcut through the base game. Using it means fewer equipment replacements and fewer choices along the normal weapon trees.

Using the catch-up equipment is a pacing choice. Master Rank equipment eventually replaces it, so the shortcut is limited to the base-game ranks. If you skip this equipment, follow the normal progression order below.

Upgrade the weapon first

If you take the normal progression path, bring every haul to the smithy in Kamura. Do not sell monster parts until you have crafted the weapon and armor; leave the item box's sell tab alone until the upgrade is done.

  1. Weapon. Compare the available trees whenever the smithy updates. Start with Attack and usable sharpness: Attack raises the weapon's damage, while higher sharpness both increases melee damage and reduces bouncing. Then compare affinity, element, and slots according to how your weapon uses them.
  2. Armor. Craft useful pieces from monsters you can hunt now. When hits start to hurt, upgrade the pieces you expect to keep first. Raising Defense costs money and consumes Armor Sphere items.
  3. Skills. Once your Defense is adequate, mix armor pieces to assemble the skills your weapon needs. The pieces do not have to come from one set.
  4. Element. Match it to the monster when the available weapon remains strong in the other stats. Great Izuchi takes more thunder damage than fire damage on every listed body part. Elemental resistance on armor helps against attacks that deal that element; it does not replace Defense against physical damage.

Talisman melding can open in Low Rank. Decorations begin in High Rank. Rampage slots belong to later Master Rank systems, as does Qurious Crafting, which augments armor as well as weapons.

What each quest type is for

With the equipment ready, choose quests that move the village or hub forward and requests that improve the next hunt.

Unlock the camps

Camp requests turn exploration into shorter future routes. The main camp is available from the start, but you must find sub-camp sites in the field. Discovering one makes a request available from the merchant; completing that request makes the camp usable. Warping saves time when a monster is deep in the ruins. The Great Izuchi quest does not require an unlocked sub-camp.

At a tent, you can heal, restock the items in your pouch, and eat if you forgot in the village. When you are not in combat, open the map and warp to a closer tent. A faint still returns you to the main camp.

Ranks and Sunbreak

Low Rank contains the first story arc. Rampage quests begin during that story. Talisman melding can unlock at Village 5-star or Hub 3-star.

High Rank is a new equipment tier after Low Rank. Decorations begin at Hunter Rank 4.

If you own the expansion, Sunbreak starts after you clear the Hub 7★ Urgent Serpent Goddess of Thunder against Thunder Serpent Narwa and opens Master Rank. Followers, Switch Skill Swap, and new weapon actions unlock through that Master Rank progression, not all at once.

Anomaly Quests and Anomaly Investigations arrive after the Sunbreak story, starting from the Master Rank 10 afflicted Arzuros urgent. Anomaly Research Level governs Investigation difficulty and related unlocks. Qurious Crafting augments existing weapons and armor rather than replacing them.

Installing Sunbreak also makes additional Switch Skills available later in progression. A guide that discusses Switch Skill Swap, Strongarm Stance, or Sacred Sheathe Combo assumes the expansion is installed.

When a hunt is going badly

When progression stalls, identify why the hunt is failing before changing the whole build. Each symptom points back to a decision from the hunt.

When a hunt is going badly
What is happeningCheck
One or two hits faint youEat before the quest. Collect Spiribirds for the equipped Petalace. Raise Defense using Armor Sphere items. Wear armor with resistance to the monster's elemental attacks.
A Wirefall leads into another hitThe monster's attack sequence has not ended. Remaining down briefly can preserve your invulnerability. Keep a Wirebug charge available for Wirefall.
You are stunned before you faintThunderblight, shown by sparks after a thunder hit, makes stuns easier to inflict. Use a Nulberry while the sparks are visible and before the stun occurs. Repeated hits also build stun. Stars around your head mean you are already stunned. Mash buttons and rotate the movement stick to recover faster.
Attacks bounceSharpen with the Whetstone, then move to a softer part. Hunter's Notes marks weak parts.
The timer runs outCraft the next available weapon upgrade. Aim for the head instead of the torso. Sharpen if your weapon uses sharpness. Ride the Palamute or warp from a camp instead of running.
A required material never appearsCheck the required quest rank and whether the material comes from Village or Hub. Compare capture and carve rewards. If the material requires a tail cut or part break, cut the tail or break the relevant part during the hunt.

Next

Combat Mechanics explains why the same attack can deal different amounts of damage. Each weapon creates a different hunt, so choose one to learn first.

Whichever weapon you choose, take it back to Great Izuchi in the Shrine Ruins and hit the head. After that hunt, choose another weapon and repeat.