Hunting Horn Guide by Saiphel – Starting up and deep, obscure knowledge


Welcome to my hunting horn guide

First of all, I want to apologize for any grammatical mistakes I may have made.

I’ve seen many people lately who have tried without much success to get into this absolute beauty of weapons. My goal is to help them get started, while at the same time providing them with comprehensive information to dispel any doubts, and to add a few tips that I think most of you will find useful.

I’m going to repeat certain concepts several times to make them as straightforward as possible.

I don’t give values to the movement and the OC because I couldn’t find a reliable source.

But if… :

– You managed to find him.

– you have found several errors in this manual

– I noticed I forgot something.

Let me know!

Let’s first talk about what the hunting horn is and how it works!

The Jachthoorn is a rifle with excellent maneuverability and great striking power, with the ability to sharpen both the user and the whole team by playing many different numbers.

It offers an extensive range and different angles of approach.

It works differently than other weapons because it is not in the hands of a specific combination. After all, you can carry out almost any attack at virtually any time.

With your primary attacks, you can create songs to play them using the above elements, sweet, fantastic, juicy, breathtaking, and very special. Amateurs.

Excuse me; I’m here.

To support the guns or not?

The famous Youtuber and the most critical Griffted of the HH published a video about this dilemma.

Watch this video and maybe discover his other videos; he’s a great creator!

I partly disagree with his opinion and my point of view:

The HH is a support weapon because it can support the whole team by applying pads, which is easy to do.

However, the DOES has the same DPS capabilities as the other weapons, especially now in the ice troop where it was sharpened.

Is it balanced? Shouldn’t they be old-fashioned? Why would it also be used as a buffer for when it can do so much damage with other weapons?

The fact is that this is a PvE game, there is no rivalry (speed race) between the players, and it’s all about having fun, and collaboration, wisely in game design, is an excellent source of joy. It’s also lovely that single players also enjoy the weapons without killing them to stay that way. I’ve never seen anyone complain about an HH user on their team, so there is.

Angle of rotation

I think it’s common knowledge that angular hearing is a bad thing right now.

Don’t do that.

You don’t have to.

If you do that, you lose the slot machine, you lose your surgeries, and you have to piss everybody off.

I’m not saying you can’t get away from the monster for a while to fix your favorites; it happens. It’s normal to stop attacking the beast for a time to play what you need, especially if you study weapons, but don’t do anything about it.

Do I need to build a wide range of products?

Sure, if you want.

It is certainly not an optimal choice for large-scale construction because other weapons, especially the sword and shield (SnS), make it better.

However, this is not as bad as some people, because the envelope is pretty fast; the only problem is that you can’t undo the addition attack animation, so if someone needs very quickly to be repaired, which is not very common, you probably won’t be able to do it in time.

Do you want more support? Come on; it’s working.

BOM and controller (PS controller) + single movement instructions:

TRI = triangle

O = Circle

FW = forward

BW = Reverse

DIR = directed

EN = Echo note

Forward swing (FW+TRI) or (TRI after left swing) – color 1 Note

Turn left (TRI) – color 1 degree

Right (O) – the color of 2nd note

Flour (FW+O) or (O right)

Helmet back (TRI+O) or (TRI+O after helmet forward) – the color of 3. Note

Front helmet (FW+TRI+O) or (TRI+O after rear helmet) – 3. Colour of note

Handle effects (BW + TRI or BW+TRI+O or BW+TRI+O)

Registration/power (R2 or R2+DIR)

Again (R2 or R2+DIR immediately after playing one of the three possible numbers in the queue)

Collision by jumping (TRI or O or TRI+O)

Strong surface impulse jumps (sliding TRI)

Competition/average transmission time (average transmission time R2)

Echo wave (L2 after each attack, excluding recordings and measurements)

Notes (SINGLE information here, we’ll go through it slowly later, don’t bother to memorize it now):

All attacks, with a few exceptions, cause blunt damage (i.e., they may reduce the endurance of a sample and KO after a single blow to the head is sufficient)


/ alternate automatically, you cannot use the same attack twice in a row.

/ alternate automatically, you cannot use the same spell twice in a row.

/ alternate automatically, you cannot use the same attack twice in a row.

Allows another note (any note, 1, 2, or 3) to be entered in the second animation attack and the corresponding entry made (SORT for 1, O for 2, SORT+O for 3).

It can be interrupted by scrolling (in any direction, but reverse) after the animation pairs’ first attack.

Shall not be used twice in a row or in neutral (only after ////).

Reduces damage

can also be used when the weapon is packed.

The number has a unique quick animation when used after the steering wheel without direction indication.

/ You can also create a queue from the 2nd or 3rd Song instead of 1. Play the song again to make R2+TRI or R2+O instead of just R2 (you can still indicate the direction).

Can be used without a queue, but does not generate a shock wave.

Can also be canceled:

– for playing the songs

– after entirely playing the song list

– after you have finished playing music.

/ have different animations depending on the input direction, which is defined when R2 is pressed.

It can be removed after an attack animation or placement of a song.

Has a faster animation (and fewer hits) if the first song played in a recital is a 2-note song.

It cannot be used after a solo concert without numbers in line.

It cannot be used twice in a row.

The first blow causes sharp damage.

publishes a new special note introduced in Airborne (we call it the Echo Note)

you can dodge the attack after the first move of.

How to play the hunting horn!

The first thing to remember is that you want your fans to be active all the time unless you need some of them. It is, especially for self-improvement, you don’t want to become a screw with 15% less natural raw material. Nobody likes snails that have 15% less natural raw materials.

Before you start the fight, play with all your fans, again, and you’re ready for battle! That’s because you don’t want to be hit by a monster trying to play with your fans for the first time, make sure they all get up first! Let’s talk about the fast song queue later.

How do I set up the numbers?

Below the health window is a musical note, and at the bottom of the window is a queue of songs that appears when you start aligning them.


When you play on the hunting horn for the first time, I suggest you go to the practice area and try what I explain!

– To queue your first note, press SORT.

– To line up the second note, press O.

– About three. To queue a message, press SORT+O.

– To queue your AND (Echo note), press L2 immediately after one of the previous ones.

You will notice that there are about notes in three different colors + EN (only for polar bears) in the notes.

– Each attack received from the IRR input generates the first note.

– Each episode of the Login O gives a second.

– Each attack received from the TRI+O input gives rise to a third attack.

A note sheet can contain up to 4 notes, and if it includes a combination of letters that is also on your brass list, it will appear in your song list.

A long queue can contain up to three songs.

When lining up notes on the music form, remember that a message can be a total of between two consecutive songs you want to line up in the song.

For example:

You want to merge number 1 and number 2.

number 1 needs – 3 / 1 / 2. (of course in this particular order)

Lung application 2 – 2. / 1/3 / 2

You can play easily: 3. / 1. / 2. / 1. / 3. / 2.

In this case, joint note 2. Note (input O)

When you play your solo concert, you start an attack, and immediately after that, if you don’t stop the animation, you start playing the first song in the row (from top to bottom). However, you can also begin to playback of the 2nd or 3rd song. You can start the song by simply pressing the buttons next to the music you want to play.

During the game, you can move and rotate a little, and if you let the music run~ you start lining up for the song; that is, if you played your first song first while waiting for the second, you play the second song and then the third.

For some s, the unexplained reason for is the way the Vélo Song works:

– First, we play the first song: 1st, 2nd, then 3rd (like I just said).

– The second track is played first: 2, 1, then 3.

– First, the third. Song played: 3rd, 1st, then 2nd

Fun fact:

The sound the horn makes during concerts and encores also depends on which song you played first (1st, 2nd, or 3rd).

And now the fun part: PAUSE.

Hammerheads are hitting in the back…

Every attack in your course has its purpose: Don’t forget that the hunting horn has a fantastic range and different angles to shoot the monster into its grave.

Rotating to the left (1): goes from left to right and up, relatively slow, and has quite a bit of damage (you won’t use it too often, but it has its advantages).

Fast Forward (1): Has a broad vertical range, is relatively short and has good damage, also allows pushing the ball.

Right hand (2): Goes up from right to left, fast enough, has good damage, it is a pretty good way to pierce the sample.

Flower (2 + ?): attacks twice; the first is a low swing from right to left, the second from right to left, and the second from right to top. It does not damage as a QR, but is useful for notes in the queue because you can play another message in the second attack: I’ll talk about it in the Fast Tail section.

Helmet facing forward (3): Two attacks: the first is a low swing to the right and left, which causes only minor damage, the second is a strong crash helmet with a colossal sword box. It is instrumental in attacking the monster’s head if you are in a strange position because of the vast punch box. It also seems that the head of the animal prefers any other part of the body.

Hard hat (3): A strong swing starts in front of your character and ends behind him. It has a broad range, tremendous damage, and excellent QR capabilities. It is not an easy attack for beginners because of how the swing works, as it also allows you to bring back your character, but thanks to the pitch, range, damage, and speed, it is an excellent tool in the arsenal of HH. We’ll talk about it later in the section devoted to the SGCQ.

Gripstick (?): Rapid swab with a horn handle, which plays a note according to the entrance. It has very little damage, but it is excellent for rapid deployment, both in and out of combat. Eliminates damage when cutting (but good luck cutting tails).


cannot play EN with a short knife.

Echo Wave (EN): A new addition, aka Spin to win, is mainly (if you are good enough, you can use it in other cases) used on downed monsters, hits with a sharp grappling hook attack, then with four quick, direct hits, making a total of an absurd number of damage and knockout bets. This is what makes the greatness of the Elemental HH because it is a fast multitasking attack. But it burns your herbs.

What you want to do is position yourself so that you can use your strong attacks according to your opening window because you’re in a safe place, so use all your moves because you’re going to need them! And don’t forget to hit your head as often as possible!

Don’t forget that you can play one of the three notes, depending on the attack you use during the jump!

Not all your attacks are harmful, because your concerts and encores are harmful too, and they do a lot!

Registration and documentation

This is probably the side of the hunter’s horn that is most difficult to control, mostly because they have incredibly long entertainment obligations.

As we have already seen, you can perform your songs at solo concerts, while at encores, you can update the pieces you have just played at a solo concert.

In the external world, they were the most significant source of damage to the hunting horns, but on a day of ice, that is no longer the case.

They can still do a lot of damage, but the echo wave is too strong compared to them.

But that doesn’t mean you can never hurt it! Outside of special occasions, you want to meet your favorite monster.

But you just said that wave echoes improve the situation; what should I do?

First of all, you can’t use echo waves all the time, because you have to attack before you can do that (recordings and memories are excluded).

Second: You want your amateurs too, remember that! So play songs when you need to freshen up your fans; otherwise, go straight to Echo Wave.


Three: Sometimes, you don’t have to play a song, sometimes you just need good, quick damage, so you can just press R2, break the monster’s face and then just dodge it. That’s because performances, as I said before, cause pretty good damage, and more importantly, they also generate shock waves (they do damage that doesn’t scale according to your sharpness level, but they do a lot of QR). Because it’s your fastest left-right attack, it’s beneficial. In this case, think of your songs as the bullets you hold in your horn: set them up and use them to do damage when you need them!

The recordings have different animations depending on the input direction:

– neutral R2/no result R2 -> impact from left to right

– The R2 attacker–> hits you, kicks you in the face if you want my opinion yeah yeah.

(call it a Snaz Kick)

– move backward R2 -> and hit above/in front of you, it has a strange angle, but it can be useful.

– R2 left -> move left and press right and left at the same time.

– Right R2–> You go to the right and press from left to right.

– R2 neutral after typing -> very fast, vertical solo concert, convenient for fast number display after typing, has a right tilt angle

Rental companies also have various animations:

– R2/R2 negative neutral -> hit twice ( + 2 shock waves)

– direct R2 -> 3 shocks ( + 2 shock waves)

– back R2 -> hits 3 times ( + 3 shock waves)

– R2 left -> they move to the left after the double impact in front of you ( + 2 shock waves)

– R2 right -> they move to the right after the double impact in front of you (+ 2 shock waves)

For damage, use a recoil at the front/rear end, depending on the situation, as this is the one that hits most often and therefore causes the most damage (as you can see, the recoil at the rear has an extra shock wave, so that’s a little better). However, if you need to move left or right, you can use these instructions. Neutral R2 is useful if you want to make sure you don’t deviate from your position.

All callbacks have a faster and lower version if and only if the first song played in a solo concert was a two-note song (self-improvement or one of Iceborne’s new songs). This version strikes less often.

The queue for fast numbers

Sometimes, like when you start hunting before you attack your target, you want to play your songs as fast as possible. How can you do this?

There are four ways to play your song faster and more skillfully:

– general notes

– flourish

– Cutting the handle

– Shortcut surcharge

As we have already seen, you can exchange notes between two numbers (in fact, in the same cases, you can exchange messages with three numbers at the same time, for example, with a purple/red/yellow stave), do it because this speeds up the process.

Flourishes make it possible to enter two attacks, the first – 2. note (because the input is FW + O, i.e., the 2nd note). After the first note, simply press TRI, O, or O+TRI to play one of the three letters.

Again, you can play notes very quickly with your hands. Since damage doesn’t play a part in preparing for battle, you might as well use it.

Now we know you can cut your encores, use them to your advantage and play your song to improve it as the first of 3 pieces in a row.

The combination of these four elements makes the whole process extremely fast.


QTABS stands for Fast Backward Turning. It is an advanced technique that is not necessary to play the hunting horn, but it looks cool as a dot** and works very well.

Remember your favorite upside-down helmet? You can now use it to attack in front of you and not behind you.

How does it work?

In theory, it’s quite simple, but it might take some practice.

Just stand in front of the monster you want to hit, then quickly turn in the other direction and put it in reverse (not the front helmet, so the entrance must be from the neutral position!).

In the end, you do more forward strokes at the beginning, or you spoil the direction of the swing; it’s not that easy in the front.

Good luck with your training!

Let’s talk about songs!

Each hunting horn has its vocalist, which is not changeable by (the only exception is the Safi-jiiva HH vocalist).

All vocal lists are indicated by the color of the 1st, 2nd, and 3rd numbers. Score determined. The sound echo is distributed across all Iceborne playlists.

If you’re not sure if your fans are going to your teammates, take a look at the little blue horn icon next to your teammates! If he’s there, yeah, you beat them with your glorious fans.

All numbers, with a few exceptions, have two levels: Basic and to. The first appears with a green song title in your song list (top right), while the second seems purple.

When the buffet ends, it starts blinking (above the health bar).

If you want to see all possible playlists, look here:

However, it does not show the list of numbers added by the free header updates.

It does not show the new songs (EN + 1/2/3 note) presented in Iceborne, but all the other pieces are the same.

It also shows all numbers of and without the capabilities of the generic Maestro LVL 1 (Iceborne a Hornmaestro LVL 2, so longer numbers and better healings, note!).

Again, if you have a new source, let me know.

Let’s take a look at the most popular songs and shout out some unused ones!

– Self-improvement :

This is probably your most important number, ALWAYS, so at least the buffer is maintained.

It significantly increases the speed of movement during the game and increases the actual humidity by 15%. There is also a Mind’s Eye effect (your attacks never bounce back) during recalls.

This is the only buffet that refers to itself only; all the others will influence everyone, including themselves.

– Increasing affinity S – Recovery

A weak alternative to Attack Up, but she’s still doing her job to heal everyone.

Increases intimacy by 15% while playing and by 20% when added and heals both times.

– Attack S/L:

It’s also one of the most important numbers:

it increases the natural resource by 10/15% while playing and 15/20% through recall (changes to Attack Up L/XL).

It is not a question of self-improvement, but of its application, which means that the two assets’ presence does not lead to 35% of the real bonus damage, but 38% (call the silver bullet474, also called KPlaysHere for this information).

– Protection on top of S/L:

Increases defense by 10/15% when playing and 15/20% when playing the Encore (becomes Defense L/XL).

It is not too good for survival, Divine Protection makes it better, but it is still useful.

– Improvement of health

Increases the maximum health level by 50 hp (only applies if the post-meal health level has not yet reached the maximum).

Its encoding extends its validity.

– Total negative wind pressure

It’s a great song that blocks all effects of wind pressure, including the wind barrier of Kushala Door.

Don’t forget that another similar song called Wind Pressure Negated, which is not but and stops the Kushaly wind barrier.

Its encoding extends its validity.

– Durability reduction in S/L value

It’s a fantastic song that reduces all endurance costs by 50%.

Works exceptionally well for users of Dual Blades, Bow, Hammer.

The L-version has a longer lifespan.

Its encoding extends its validity.

– Rejection of feedback

Another great song that uses the Flinch Free effect, especially useful in multiplayer mode.

Its encoding extends its validity.

– final

A useful number that extends the length of all numbers by 40 seconds, including the self-improving number.

– Elementary attack

Especially useful in solo, it increases the element by 10% in the solo version and by 15% in the encore version.

With the new song Elemental Effectiveness Up, it is possible to achieve an incredible number of elements. On some horns, it is good enough to be equal or even better than on the Attack Up XL horns!

Do not underestimate!

– Earplugs S/L

Nice earplugs.

Blocks or reduces the roaring effect of samples.

The encoding increases S and L’s duration, which means that the earplugs S are encoded instead of, making them L earplugs.

– Sound waves

It emits a sound wave around the user, which has unique effects on some monsters and makes small monsters shiver so that the flying monsters fall to the ground.

It’s a good song, but only in individual-specific battles.

It’s not too easy, but it can be trivial for battles like the Diablos and Black Diablos when used correctly.

– divine protection

Probably the best defensive skill, a 25% chance of reducing 50% of the damage, resulting in a significant 12.5% damage reduction.

Its encoding extends its validity.

– all negative diseases

is absurdly useful, which cancels out the effect: Bleeding, paralysis, poison, sleep, accumulation of secretions, and anesthesia.

Its encoding extends its validity.

– M/S Recovery rate

Increases the natural recovery of health.

Its encoding extends its validity.

– Restoration of health S/L

Cure everyone on duty.

The L-version heals more health.

I don’t think it’s the best song, but it’s not as bad as people think.

Extending the healing from time to time can be useful when playing in multiplayer mode; you can save lives.

Of course, you shouldn’t confiscate the cone by sending spam, but use it as you see fit.

– Use reduced S/L discharge hose

A pretty good song that, like jackets, extends the length of your stuff can be useful.

The L-version has a longer lifespan.

Its encoding extends its validity.

New numbers (grains of ice)

These new notes work differently from what we have seen so far in the primary world.

– Echo effect wave

One of the new shots makes a big bang, causing massive damage and RQ, starting with the horn (important for positioning).

– Dragon Echo Wave

The alternative to a shock wave is a lot of elemental damage to the Dragon and Elderseal, but not to the KO. It also starts at the tip of the horn.

– Advanced sanitation facilities

0 o o 0 BUBBLES o 0 o o

Leave the pool with… Blisters?! On the floor, and every time someone steps on them, it gradually begins to restore the player’s health, even when he’s gone.

Probably the best source for HH healing.

– Increase in maximum endurance + recovery

It also leaves bubbles on the ground, which increases the player’s maximum stamina every time someone puts a foot on the basis (the same effect as in the Lunastra bonus game). It also applies the Wave of Stamina effect.

This not only reduces the durability value but is also ideal for arches, double blades, and hammers.

– Accelerators/speeds

More bubbles.

Self-declaration: Increases the speed and increases the escape from the iframe.

It’s as good as it looks.

– Elementary efficiency up to


Increases the element of your weapon and, at the same time, increases the protection level of the features.

Pretty good, primarily based on HH.

Small note 1:

The repeated blows and echoes of the dragons will increase their damage! (and KO per kick) Thanks to this, you can get juicy wake-up beats if you’re good enough to drop a monster in solo performance and beat it in an encore!

Small note 2:

When refreshing the effects of a song that was already in the recall, the duration of the song is extended by the same amount of time as at the time of the memory.

This means that updating a reminder number does not maximize its duration. You may have to play it several times to maximize the weather.


If your self-improvement has increased to 1 second for an addition of 360 seconds, then you need three self-improvements to make it to 360 seconds: If you do it only once, it increases to 120 seconds (well, 121, but you know what counts). This is because the self-improvement with Horn Maestro LVL 1 starts in 240 seconds, and when the addition is extended to 360 seconds. 360 – 240 = 120.


How do you want to create your character with the hunting horn?

The answer is straightforward: A regular Blidmaster does wonders, just add Horn Maestro LVL 2, and you’re ready to go.

As usual: Weakness, Critical Boost, Agitator, Critical Eye, Peak Performance (if you can keep it natural), Attack Boost (LVL 4 is enough if you want that 5% affinity), Health Boost if you have to survive.

Oh, and don’t forget the Master’s touch, in some cases on the side, it is essential because the echo waves will burn your herbs.

I like LVL 5 earplugs because the monsters in this game have a bad habit of screaming all the time, mostly when they play songs. And you don’t want to. Oh, no, don’t.

End of

That’s all I could think about so far. As I said at the beginning of this article, I am grateful for all the suggestions/adjustments, so don’t hesitate!

I hope to explain how this works, and I hope that at least one person will find it useful and join the orchestra.

Happy hunting!

2020 will satisfy both classic and modern players. To get on the list, the game must be confirmed for 2020, or there must be a good reason to expect it this year. Therefore, upcoming matches with a simple announcement and no recognizable release date will not be considered.

By 2020, there will be tons of them… in the world of video games. Here are the fifteen races we expect for the first half of 2020.



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