Rhodes in our tier list
A Rhodes stores energy from charged Hammer attacks and spends it on a big explosion, with head-hit stuns on top. That is strong, yet nothing pays off until the charging is done, the kind of condition our A tier describes. See the full Monster Hunter Outlanders Tier List.
Rhodes strengths and weaknesses
Strengths
- Rhodes fills the energy meter with charged attacks, so the explosion follows Rhodes's own timing rather than hits taken.
- The Hammer charges on the move, and Spinning Bludgeon repositions mid-charge, so Rhodes can carry a charge toward the monster on paper.
- Head hits can stun, which on paper hands the whole squad a safe window to attack.
- The current rotating recruitment boosts Rhodes and guarantees Rhodes once within 120 pulls.
Weaknesses
- The Hammer has no guard and the card adds no other defense, so staying safe comes down to dodging.
- Two steps stand before the payoff: build energy through charges, then land the right move to spend it.
- The card lists no direct help for squadmates.
Our take
- Day-one paper call: if you want Rhodes, put your standard contracts on the rotating recruitment while Rhodes is the boosted SSR, and stay there until the 120-pull guarantee pays out. Leave the 300-recruit exchange for Arkaya.
- Rhodes suits players who like to plan each swing. With no guard on the Hammer, we would add a shield or healing partner before taking Rhodes into harder hunts. That is a reading of the kit, not a result from our own play.
Yes. Our day-one ranking puts Rhodes, the only Hammer user among the 13 Adventurers, in A tier. Charged swings bank energy that select moves release as a big explosion.
For now, the rotating recruitment boosts Rhodes on standard contracts, and players confirm it guarantees Rhodes once within 120 pulls.
What the official card tells us
The Rhodes card reads like a two-step plan. Charged attacks build energy first, then certain moves burn that energy on a big explosion. The meter fills from swings Rhodes chooses, not from anything the monster does.
The Hammer explains how those charges behave. Per the official weapon overview, it can charge while moving, hits harder at higher charge levels and enters Mighty Charge at the top level. Spinning Bludgeon repositions Rhodes mid-charge, and head hits can stun. On paper, Rhodes can walk a charge to the head, land a stun and spend the stored energy while the monster is down.
Defense is the weak spot. The Hammer has no guard, and the Rhodes card adds nothing to cover it, so avoiding damage means dodging.
Where Rhodes fits in a squad
Rhodes belongs in a melee damage slot. Per player reports, a squad is the Adventurer you steer plus three AI squadmates, though online control has not been confirmed. Our team ranking holds Rhodes in B, since the setup is slower than the A-tier Assaults there.
Stuns may give a team more than the card shows. A stunned monster stands still for everyone, which should help the Co-Op Skill, since it only succeeds when each squadmate strikes the same monster part the activating Adventurer targeted. That benefit is our inference, not an official claim.
Players report that Pepper can paralyze or pin the monster with the ultimate when the projectile hits, which on paper leaves time to set up a charge. Madelyn brings medicines, and Arkaya shielded the entire squad during closed beta testing.
What we will check after launch
Servers opened on October 28, 2026 at 22:00 UTC (October 29 in Asia). Three questions for Rhodes:
- How many charged attacks it takes to fill the energy for one explosion.
- Whether Mighty Charge builds energy faster than a lower charge.
- How often an AI-controlled Rhodes lands head hits.
When the rotation moves on, the advice on getting Rhodes changes too. Tier moves go into the changelog on our tier list.
What to pair with Rhodes
- Pepper: When Pepper's ultimate connects, players report the monster is paralyzed or held in place, which gives Rhodes time for a full charge.
- Arkaya: A Hammer user cannot block, so a shield helps. Closed beta testers report Arkaya's shield extended to the whole squad.
- Madelyn: Madelyn adds medicines and boosts allies close to detonated Spores, which covers the support Rhodes does not bring.
Rhodes FAQ
Is Rhodes good in Monster Hunter Outlanders?
Yes. Rhodes holds an A placement for day one as the only Hammer user on the roster, building energy through charged attacks and spending it on a big explosion. The big hit needs setup first, which keeps Rhodes out of S.
How do I get Rhodes?
Pull on the rotating recruitment, which uses standard contracts and boosts Rhodes in its first rotation. Players confirm it guarantees Rhodes once within 120 pulls. Standard pulls can also land Rhodes, since Rhodes belongs to the standard SSR pool.
Do rotating pulls count toward the standard banner?
No. Players report that the beginner, standard and rotating recruitments each keep their own pity count. Pulls aimed at Rhodes do not move the standard count, so pick one banner and stay on it.
Is Rhodes worth the 300-recruit exchange?
Not while the rotation guarantees Rhodes. Save the exchange for Arkaya, and consider Rhodes for it only after the rotating recruitment features someone else. Our SSR tier list walks through the order.
What weapon does Rhodes use?
The Hammer, and Rhodes is its only user among the 13 Adventurers. The Hammer sits in B on our weapon tier list: it charges on the move and stuns with head hits, but it cannot guard.
Is Rhodes good for beginners?
Only fairly. Our beginner list has Rhodes in B because a new player has to track charge levels, the energy meter and the move that spends it, all without a guard.
Is Rhodes good solo?
Yes on paper. Rhodes sits in A on our solo list: explosions and head-hit stuns carry a fight you control yourself, though a missed dodge hurts more when the Hammer cannot block.
Should I play Rhodes or Pyro?
Both are A-tier melee Assaults, so choose by style. Rhodes builds power through charged attacks Rhodes picks, while Pyro builds it by taking hits. The launch events hand Pyro out at no cost, so most accounts can own both.