1. Pick a class. The bottom bar's first dropdown switches weapon class; the second jumps straight to one tree instead of drawing the whole class at once.
2. Pick a view. 2.5D is a tilted map you pan and zoom across (left-drag to pan, right-drag to tilt). 2D flattens that same layout with no tilt. 3D is a free orbit around one tree at a time in real 3D space (left-drag to pan, right-drag to orbit, wheel to zoom, click a node to re-center the orbit on it). The camera button names what a left-drag does right now, Pan or Orbit, and the right button always does the other. Click it, or middle-click the stage, to swap the two buttons over. The 2.5D bar carries the same control with Pan and Tilt, and middle-click swaps whichever pair the view you are in has.
3. Click any node for its full stats — attack, affinity, slots, element (in brackets when it needs Awaken), and whatever the class carries beyond that: charge levels (with Load Up), arc shot or Power Shot and coatings for Bow, reload, recoil, deviation and ammo for the Bowguns plus Rapid Fire (Light) and Crouching Fire (Heavy), phials for Switch Axe and Charge Blade, the Kinsect for Insect Glaive, notes and songs for Hunting Horn, shot level for Gunlance, sharpness (base and Sharpness +1) for every Blademaster weapon — plus what it costs to upgrade into it, and to forge it outright where the smithy allows that.
Snip — with a weapon selected, a small circle sits on each edge leading into and out of it. Click one to hide that branch and everything above it. The weapon below a cut gets a dashed ring; double-click it to restore that cut (or select it and press Restore), or use Restore all in the browsing panel.
Center On Node brings the weapon you have selected back to the middle; Center On Tree goes back out to the middle of the tree as a whole, which is where the view sat before you clicked anything. Neither changes how far in you are zoomed, and neither drops your selection. In 2.5D, the camera button reads Pan or Tilt for what a left-drag does right now, and the right button always does the other; Default tilt snaps back to the starting tilt.
Each upgrade in MH4U is a weapon of its own, so every node is one weapon. A run of upgrades is drawn as one straight lane: the first upgrade the game lists for a weapon carries its lane on, and any others branch off to the side. On the 2.5D map each lane is named once, after its first weapon, on the branch where it starts, and the names grow as you zoom in. Select a weapon and every weapon on its lane is named; 2D and 3D name every weapon. One weapon has two ways in (Dios Katana, from Wyvern Blade “Fall” or Tigrine Edge): it is drawn under the first, and both are listed in its panels.
An unofficial, non-commercial fan tool for browsing every weapon upgrade tree in Monster Hunter 4 Ultimate. A port of the author's MHGU Weapon Trees (by way of its MH3U port), made with Claude (Claude Code).
Weapon stats, recipes & upgrade trees: embedded from mh4u-collection-tracker, which reads them from the game itself (a personally owned copy) — no third-party database.
Weapon, note and monster icons: the game's own, via the same tracker; weapons in the game's own Rare 1–10 colours. Coating bottles: MHGU's, from the author's MHGU Weapon Trees, until 4U's own are decoded.
Titlebar, theme picker, font & textures: shared with the author's other Monster Hunter apps.
Monster Hunter content is owned by Capcom. This tool is not affiliated with or endorsed by Capcom.
For Non-MH4U Apps, you can visit the Home Page
Browse the whole class, or start a run from one weapon — upgrading consumes it, so every branch you take closes the others.