Hunting Horn Guide

Hunting Horn is a long-reaching blunt weapon whose attacks also write notes. Queued melodies become effects only through Performance, and repeated performance can upgrade them through Encore.

Scope and Weapon Model

This article assumes final-patch Iceborne. Hunting Horn's displayed Attack multiplier is 4.2, so 1260 displayed Attack represents 300 true raw. It has no guard and is a heavy clutch weapon. The official manual: Hunter's Notes owns controls and the current horn's melody list; this article explains state, numeric modifiers, and skill interactions.

Most horn attacks use blunt hitzones and can build stun on the head. The hilt stab is severing, but its low severing output does not make Hunting Horn a practical tail-severing substitute.

Notes, Performance, and Encore

Each horn has three attack notes and a weapon-specific melody set. Valid note sequences enter a queue of up to three melodies. Performance plays the queued effects and also attacks; Encore attacks again and upgrades supported effects. Directional recital and encore animations have different movement and hit timing while applying the same queued melody rules.

Every horn has Self-Improvement. Its first performance increases drawn movement speed. Its upgraded effect supplies deflection protection and a 1.15x total true-raw modifier to the horn user. This personal modifier is part of the weapon state and must be included before comparing the displayed Attack of an active horn with another weapon type.

Notes, Performance, and Encore
Melody attack modifierValue
Attack Up (S)1.10x base true raw
Attack Up (L)1.15x base true raw
Attack Up (XL), after upgrade1.20x base true raw

Melody effects with the same purpose do not become independent multiplicative copies merely because several horn users play them. Duration, upgrade state, and the exact melody effect remain separate facts.

Echo Attack and Echo Waves

Iceborne's Echo Attack begins with a hilt hit and can spin for up to four 17-MV blunt contacts. Each spin uses 0.8x element and status. It writes an echo note used by the horn's echo melodies.

Queued copies of Echo Wave "Impact" combine when performed and encored:

Echo Attack and Echo Waves
Stored copiesRaw MVStun buildupSpecial calculation
15040Cannot crit; calculated at green sharpness.
210060Cannot crit; calculated at green sharpness.
315090Cannot crit; calculated at green sharpness.

Dragon Echo Wave instead uses 45, 65, or 85 raw MV and its own fixed dragon component. The weapon's listed element does not replace that fixed dragon value. Ordinary Performance and Encore also emit a 27-MV shockwave that cannot crit and is calculated at green sharpness.

Core Offensive Priority

Core Offensive Priority
PrioritySkill or systemMechanical reason
1Maintain upgraded Self-ImprovementSupplies movement, deflection protection, and 1.15x true raw.
1Horn Maestro Lv 2Extends melody durations and the echo-bubble duration, reducing how often state must be rebuilt.
1Weakness Exploit Lv 3, affinity to 100%, and Critical Boost Lv 3Scale ordinary physical hits on the intended wounded blunt weak point.
1 when eligibleNon-elemental Boost Lv 1Adds 1.05x base raw when the horn has no active element.
1Required sharpness supportPreserves ordinary hit damage; fixed-green shockwaves do not gain purple sharpness.
2AgitatorAdds raw and affinity during enrage.
3SluggerRaises head-hit stun buildup, including eligible waves, but not direct damage.
3Clutch Claw Boost Lv 1The heavy clutch attack already wounds; the skill adds slinger-ammunition drops.

A horn's melody set is an equipment property. Attack Up can outweigh small differences in listed raw when its uptime and team recipients are relevant, but a melody does not excuse ignoring sharpness, affinity, element, or the target hitzone.

Defensive and Utility Priority

Defensive and Utility Priority
PrioritySkill or systemHunting Horn interaction
1Health Boost Lv 3 and upgraded armorBroad survival increase during long recital commitments.
2Evade WindowExtends rolls used to cancel or reposition after eligible horn attacks.
2Stun Resistance or matchup resistancePrevents control loss not already covered by an active melody.
3Flinch Free Lv 1Reduces common teammate interruption; some active extract-like or melody effects do not replace every multiplayer flinch rule.
ConditionalDefensive melody effectsCan replace the corresponding armor skill only while their exact effect and duration remain active.

Settings and Mechanical Details