Elemental Damage or Elements in Monster Hunter Rise (MHR or MHRise) refers to a type of secondary damage dealt by Weapons and Monsters which can be mitigated by specific Resistances.
For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.
In Monster Hunter Rise, each Monster has weaknesses and resistances to the five types of Elemental Damage, causing them to take more or less damage from these sources. For example, the Lagombi is a Monster that favors cold habitats, predominantly uses Ice Elemental attacks and has a severe weakness to Fire Elemental damage. The in-game Hunter's Notes covers these Weaknesses and Resistances for each Monster under the Physiology tab.
Some important things to note when considering Elemental Damage against Monsters
- Elemental weakness is not always a given. Just because a monster uses fire does not mean it is weak to water.
Be sure to consult the Hunter's Notes for detailed information on a Monster's resistances.
- Some monsters possess resistances that change during the course of a fight because of breakable defenses or other context-specific scenarios.
- Elemental Damage is normally not affected by a weapon's Affinity. Therefore, if a Weapon with an Elemental property deals a critical hit, only the Physical portion deals extra damage. However, there may be Skills that will allow Elemental Damage to benefit from Affinity.
- Poison, Sleep, Paralysis, Blast and Stun are Status Effects, which are separate from Elemental Damage and Raw (Physical) Damage. They do not deal damage with each hit, but rather cause a hidden buildup that will eventually trigger an effect.
See Elemental Resistances for more information on resistances possessed by Monsters and Hunters alike.
Calculating Elemental Damage
In previous games, weapons tend to have bloated Elemental Attack Values and displayed much higher numbers on the stats page than their actual Elemental Damage output range. However, this is no longer the case in Rise, where weapons display their True Elemental Attack Value, simplifying the damage calculations. Similar to Raw Damage, Elemental Damage is modified by Sharpness and Monster Body Part or Hitzone multipliers. Unlike Raw Damage, Elemental Damage is not affected by Combo Move multipliers (Motion Value).
The formula for the Elemental portion of damage displayed during combat is:
Elemental Attack x Sharpness
x Body Part x Quest Difficulty x Rage Status
For example, hitting a Great Izuchi's tail tip with an Overhead Smash I from the Khezu Hammer Bag o' Horrors I(42 Thunder Attack), assuming Quest Difficulty and Rage status multipliers of 1.0 and no boost to Thunder Damage from Skills, will yield:
42 (Elemental Attack value)
x 1(Sharpness multiplier for Green-level Sharpness - Elemental)
x 0.25 (Monster Part multiplier for Great Izuchi's tail tip against Thunder Damage)
= 10.5 Thunder Damage
This value is then added onto the Physical damage component of the attack and displayed as a combination of both.
Displayed Damage numbers are an addition of both Physical and Elemental Damage (if any).
Refer to the Sharpness, Weapons and Monsters pages for more information on these multipliers.
Refer to Affinity to see how it can affect displayed damage numbers.
- More info coming soon
Types of Elemental Damage
The following are the five types of Elemental Damage that can be wielded by Hunter Weapons or Monster attacks.
See Status Effects for more information on their corresponding Elemental Blights and Elemental Resistances for information on defending against Elemental attacks.
Fire Element is usually strong against Ice but weak to Water. Taking fire damage can cause Fireblight, which slowly depletes Health and leaves no recoverable damage. This can be removed by rolling repeatedly. Rolling through water will remove it instantly.
Water Element is usually strong against Fire but weak to Thunder. Taking water damage can cause Waterblight, which slows Stamina recovery.
Thunder Element is usually strong against Water and Dragon, but weak to Ice. Taking thunder damage can cause Thunderblight, which increases susceptibility to Stun.
Ice Element is usually strong against Thunder and Dragon, but weak to Fire. Taking Ice damage can cause Iceblight which increases Stamina use, slows down the Wirebug recharging speed.
Dragon Element is quite a bit different from other elements. Its the only element in the game that is usually weak to itself. Frequently, it is also weak to Thunder and Ice. Taking Dragon damage can cause Dragonblight, which lowers weapon Affinity, completely removes a Weapon's Elemental Damage, and lowers the Status buildup of Poison, Paralysis, Sleep, and Blast attacks.
Improving Elemental Damage
The following Skills and Effects can be used to improve Elemental Damage performance on Weapons.
- Fire Attack increases Fire Damage by a flat amount
- Water Attack increases Water Damage by a flat amount
- Thunder Attack increases Thunder Damage by a flat amount
- Ice Attack increases Ice Damage by a flat amount
- Dragon Attack increases Dragon Damage by a flat amount
- Elemental Attack Boost (S)/(L) from Hunting Horns increases Elemental Damage by approximately 7.5% and 10% respectively, displaying to the nearest 10. See Status Effects for more information.
please show what the hunters elemental effects are for example water damage makes the targets softer negating recoil etc.
What is the elemental damage limit?
Do "[insert element] attack" skills stack if of different elements?
e.g. If I have armors that together gives fire attack lv2 and ice attack lv1 do I inflict fire and ice, or...?
Forgot to mention how iceblight affects Wirebug regeneration speed
You guys left out blast, poison, and paralysis