Wirebug and Wyvern Riding
The Wirebug defines the pace of Monster Hunter Rise. It provides unprecedented mobility, powerful new attacks, and a brand-new way to use monsters against each other. Mastering the Wirebug separates decent hunters from great ones.
The Wirebug Gauge
You start every hunt with two Wirebugs, represented by the gauge at the bottom of your screen. You can temporarily catch a third Wirebug from the environment, which lasts until its timer expires. Using a Wirebug consumes a charge, which then goes on cooldown. The cooldown duration depends entirely on the action you performed.
Core Wirebug Mechanics
Wiredash
With your weapon sheathed, you can use a Wirebug to launch yourself forward, upward, or diagonally. This allows you to scale cliffs, cross gaps, and quickly close the distance to a fleeing monster.
Wirefall
This is your most important defensive tool. When a monster knocks you flying, using a Wirebug immediately recovers your footing and propels you in the direction you input.
- The Catch: Wirefalling instantly sheathes your weapon and gets you out of danger, but it consumes a Wirebug charge. If you spam Wirefall, you will eventually get hit without a Wirebug available, leaving you completely vulnerable to a follow-up attack.
Silkbind Attacks
With your weapon drawn, you can perform powerful Silkbind Attacks. These consume one or two Wirebug charges depending on the specific attack. Every weapon has different Silkbinds, and you unlock more via the Switch Skill system. These attacks deal high damage and heavily contribute to putting the monster in a mountable state.
Wyvern Riding
Replacing the old mounting system, Wyvern Riding allows you to bind a monster with Ironsilk and temporarily control it.
Triggering a Ride
You put a monster into a mountable state by dealing enough Silkbind damage, using Puppet Spiders (endemic life that instantly apply maximum mounting buildup), or letting two large monsters fight each other. Once the monster slumps over and a button prompt appears, strike it with your weapon or sheathe and press the prompt to initiate the ride.
Diminishing Returns and Cooldowns: Mounting operates on an invisible status buildup counter. After a monster is ridden, its internal threshold for a subsequent mount increases exponentially, and it enters a strict 5-minute global cooldown. During this 5-minute window, no amount of Silkbind damage or Puppet Spiders can trigger a mount. Save your guaranteed mounting tools for late in the hunt.
Riding Controls
Once mounted, you have several options:
- Light/Heavy Attacks: Command the monster to attack. This is incredibly effective when you force it to fight another large monster in the area.
- Evade: Consume a Wirebug charge to dodge an incoming attack or cancel your own attack animation to string together combos.
- Launch into Wall: Drive the monster headfirst into a wall. You can chain this multiple times if you have Wirebugs available by using the Evade command immediately after the wall impact.
- Mounted Punisher: As you land attacks on another monster, a gauge fills. When full, you can execute a devastating ultimate attack that usually knocks the target down.
Do not ignore Wyvern Riding. It provides massive free damage and drops shiny materials you can carve later.