Stun |
|
---|---|
![]() |
|
Effect | Leaves the inflicted unable to move for a period of time |
Variations | None |
Type | Abnormal Status Ailments |
Cured by | Mash buttons and rotate the ![]() Get knocked back by an attack. |
Stun is a Status Effect in Monster Hunter Rise (MHR or MHRise). Status Effects are various buffs, effects, and ailments that can be afflicted on both hunters and monsters. Both Hunters and Monsters can receive Effects from Skills, the environment, and attacks.
Contents
Stun Effects
Effect on Hunters
Hunters that become stunned will temporarily enter a dazed state, during which they sway back and forth while being unable to move or attack.
Effect on Monsters
Monsters that are inflicted with Stun will fall to the ground in a daze, allowing the hunter to follow up with attacks.
Stun Cures/Prevention
How to Cure Stun
Hunters that are afflicted with Stun can either mash buttons and rotate the to decrease the duration of the effect, or they can simply wait for the effect to wear off on its own.
Getting hit with an attack will also dispel this effect. It should be noted that this attack does not have to cause damage, and can come from both monsters as well as teammates. This allows fellow hunters to attack stunned teammates in order to save them. Unlike Paralysis, all weapon attacks are capable of saving stunned teammates.
How to Prevent Stun
Stun can be prevented by having Lv. 3 of the Stun Resistance armor skill.
Stun Mechanics
Stun is a unique Abnormal Status Ailment that is actually inflicted by another Abnormal Status Ailment known as Exhaust. In order to Stun a monster, you must first build up enough Exhaust Damage in it before being able to inflict Stun on it.
When building up enough Exhaust Damage in a monster to Stun it, you can hit the monster anywhere on its body and the damage will count towards reaching the necessary threshold for stunning the monster. However, once that threshold is reached, you must inflict Exhaust Damage to the monster's head to activate it and actually stun the monster. Otherwise, the monster will not be stunned even though it has enough Exhaust Damage built up in it to be stunned.
This means that any weapon that deals Exhaust Damage can inflict Stun on a monster, including Switch Axes with Exhaust Phials, Light Bowguns and Heavy Bowguns with Exhaust Ammo, and Bows with Exhaust Coatings.
There are technically two main sources of Exhaust Damage. The first is pure Exhaust Damage, which is dealt by the aforementioned weapons. The second is Blunt Damage, a special type of damage that is dealt by certain weapons/attacks.
The Hammer and Hunting Horn are the most famous Blunt Damage weapons because nearly all of their attacks deal Blunt Damage, however almost every weapon has some form of Blunt Damage built into it. The only two weapons that cannot deal Blunt Damage are the Dual Blades and the Switch Axe.
Blunt Damage also deals Exhaust Damage, which is why hitting a monster in the head with a weapon that does Blunt Damage can Stun them.
Weapons that deal Blunt Damage can also be used to build up Exhaust Damage in monsters by hitting them anywhere on their bodies with attacks that deal Blunt Damage, not just their heads. But as mentioned before, once enough Exhaust Damage has been built up, the monster will not be stunned unless it is hit in the head with an attack that deals Blunt Damage (a.k.a. Exhaust Damage).
IT IS VERY IMPORTANT TO NOTE that Stun and Exhaust are two COMPLETELY different Abnormal Status Ailments that each have their own effects. It is easy to mix the two up because they both operate through the same game mechanic, which is Exhaust Damage. Although both Stun and Exhaust are inflicted through Exhaust Damage, they are two very different things.
This can be seen from the fact that Stun has a completely different status threshold than Exhaust. This means that the amount of Exhaust Damage needed to Stun a monster is completely different than the amount of Exhaust Damage needed to Exhaust a monster, because they are two completely different Abnormal Status Ailments.
For more information on Exhaust, please see the Exhaust page.
Now that we've covered the differences between Stun and Exhaust, we can move on to the differences between Stun and Blind. The Blind status effect is interesting because when it is inflicted on the hunter, the hunter becomes inflicted with Stun. This makes it easy to mistake Stun as being the same thing as Blind, but once again this is not true. Blind is its own unique status effect that is completely separate from Stun. This can be seen from the fact that when you inflict Blind on a monster, it does not become stunned. Instead, it enters a state of confusion and starts running around and blindly attacking the environment.
So if Blind is its own status effect that affects monsters differently from Stun, then why does the hunter become stunned whenever they are inflicted with Blind? This is because when Blind is used on the hunter, it acts as a sort of intermediate status effect that actually inflicts a SECOND status effect, which is Stun. So basically, when a hunter is inflicted with Blind, they become inflicted with Stun because of the effects of Blind.
Stun also interacts with monsters differently than Blind. Whereas Stun has its own status threshold that needs to be surpassed in order for the effect to take place, Blind does not have a status threshold it must overcome in order to affect a monster. Instead, Blind will work against monsters every single time. There is no threshold that needs to be overcome in order to inflict Blind on a monster (it should be noted that monsters can build up a "tolerance" to the effects of Blind, however tolerance thresholds are very different from status thresholds and do not prevent monsters from being affected by the corresponding status effect).
The same concept applies to hunters as well. Every single monster attack has the potential to Stun the hunter, however first the monster has to deal enough damage to the hunter in order to inflict Stun. But some monsters have certain attacks that inflict Blind on the hunter. These attacks are guaranteed to inflict Stun on the hunter, no matter how much damage has been dealt to them by the monster. This is due to the fact that, like we discussed before, Blind does not have a threshold associated with it like Stun does. Blind will inflict its effects on hunters and monsters without fail, whereas Stun needs to surpass a specific status threshold in order to inflict its effects.
For more information on Blind, please see the Blind page.
Monsters
Monsters that Inflict Stun
Large Monsters | Small Monsters |
---|---|
Every Large Monster is capable of inflicting Stun on the hunter | Kelbi |
Popo | |
Anteka | |
Slagtoth | |
Kestodon | |
Rhenoplos | |
Bullfango | |
Jagras | |
Zamite | |
Delex | |
Ludroth | |
Uroktor | |
Rachnoid | |
Gajau | |
Remobra | |
Izuchi | |
Wroggi | |
Baggi | |
Jaggi | |
Jaggia |
Monster Resistances
Other Status Effects
Other Status Effects that Cure/Prevent Stun
Status Effect | Type | Effects |
---|---|---|
Stun Negated | Stat Boost | Temporarily keeps the hunter from being stunned. |
Skills
Armor Skills
Armor Skill | Skill Description | Level | Effects |
---|---|---|---|
Stun Resistance | Reduces stun duration. | Lv. 1 | Reduces the duration of stun by 60% |
Lv. 2 | Reduces the duration of stun by 90% | ||
Lv. 3 | Prevents stun | ||
Slugger | Makes it easier to stun monsters. | Lv. 1 | Stun power +20% |
Lv.2 | Stun power +30% | ||
Lv. 3 | Stun power +40% | ||
Punishing Draw | Adds a stun effect to draw attacks and slightly increases attack power. (Does not include Silkbind attacks.) | Lv. 1 | Draw attacks deal a small amount of stun damage and get attack +3. |
Lv. 2 | Draw attacks deal a small amount of stun damage and get attack +5 | ||
Lv. 3 | Draw attacks deal a small amount of stun damage and get attack +7 | ||
Resuscitate | Increases attack power when you are suffering from an abnormal status. | Lv. 1 | Increases Attack by +5 while inflicted with an abnormal status effect. (Includes Stun) |
Lv. 2 | Increases Attack by +10 while inflicted with an abnormal status effect. (Includes Stun) | ||
Lv. 3 | Increases Attack by +20 while inflicted with an abnormal status effect. (Includes Stun) |
Dango Skills
Dango Skill | Dango | Effects |
---|---|---|
Dango Slugger | Dizzybloom | Makes it easier to stun monsters. |
Buddy Skills
Buddy Skill | Skill Type | Conditions | Skill Memory Cost | Effects |
---|---|---|---|---|
Negate Stun | Defense | Lv 10 | 2 | Prevents stun. |
Knockout King | Attack | Lv 10 | 1 | Increases the likelihood of stunning and tiring monsters. |
Equipment
Weapons that Inflict Stun
Any weapon that deals Exhaust Damage is capable of inflicting Stun on a monster. There are two sources of Exhaust Damage. One is Blunt Damage, and the other is pure Exhaust Damage. This page only covers weapons that can do Blunt Damage. For a list of Weapons that can do pure Exhaust Damage, please see the Exhaust page.
It should be noted that certain Skills allow non-blunt weapons to inflict Blunt Damage. Thunderblight also allows non-blunt weapons to deal Blunt Damage to the afflicted monster. Below are all weapon types capable of dealing Blunt Damage without the use of Skills or Thunderblight, as well as the specific attacks for each weapon type that inflict Blunt Damage:
Great Sword
Basic Attacks
Side Blow: Swing your Great Sword inwards to hit the enemy with the flat edge of the sword. Deals Blunt Damage.
Press after an Overhead Slash, Charged Slash, Strong Charged Slash, or Leaping Wide Slash.
Press +
after a Tackle or Guard Tackle
Kick: Kick your leg out in front of you to damage enemies Deals Blunt Damage.
Press while Guarding
Tackle: Throw your shoulder forward in a small tackle that allows you to withstand incoming attacks. Deals Blunt Damage.
Requires Switch Skill: Tackle
Press after Evading or after performing a Kick
Press during Charge or after a Wide Sweep
Guard Tackle: Charge forward whilst holding your sword in front of you to block incoming attacks. Deals Blunt Damage.
Requires Switch Skill: Guard Tackle
Press after Evading or after performing a Kick
Press during Charge or after a Wide Sweep
Silkbind Attacks
No Silkbind Attacks deal Blunt Damage.
Sword & Shield
Basic Attacks
Sword/Shield Combo: Bash your enemy with your shield before following up with a downward slash from your sword. Blunt Damage is only dealt during the first part of the attack.
Press after Side Slash
Shield Attack: Slam your shield down in front of you to damage enemies. Deals Blunt Damage.
Press +
. Can also be used after Chop, Side Slash, or Sword/Shield Combo.
Perfect Rush: A complicated combination of attacks that has 4 phases. Timing each Phase correctly deals additional damage. Blunt damage is only dealt during the first part of Phase 2, and during Phase 3.
Press after a Backstep or a successful Guard Slash
Press after a successful Guard Slash to skip Phase 1 and immediately enter Phase 2.
Falling Bash: Use your shield to bash enemies underneath you as you hurtle towards the ground.
Press while airborne.
Shield Bash: Thrust your shield forward to slam enemies. Deals Blunt Damage.
Requires Switch Skill: Hard Basher Combo
Press after Shield Attack
Hard Bash: Deliver a swift punch using your shield. Deals Blunt Damage.
Requires Switch Skill: Hard Basher Combo
Press after Shield Bash
Silkbind Attacks
Metsu Shoryugeki: Hold your shield in front of you to block incoming attacks before performing an uppercut on enemies with your shield. Blocking an attack lets you deal additional damage. Deals Blunt Damage.
Requires Switch Skill: Metsu Shoryugeki
Press +
, Requires at least 2 Wirebugs.
Hammer
Basic Attacks
All Basic Attacks deal Blunt Damage.
Silkbind Attacks
All Silkbind Attacks deal Blunt Damage.
Hunting Horn
Basic Attacks
All Basic Attacks deal Blunt Damage.
Silkbind Attacks
Slide Beat: Use your Wirebug to pull yourself forward into a spinning attack that damages anything that gets in the way followed by a Sonic Wave. Consists of 4 attacks including the Sonic Wave, all of which deal Blunt Damage.
Press +
, Requires at least 1 Wirebug.
Earthshaker: Drive an Ironsilk-bound blade into your enemy, connecting your weapon to them with silk, before unleashing a sonic blast with your weapon that vibrates its way through the silk and into your enemy. Consists of two parts, both of which deal Blunt Damage.
Requires Switch Skill: Earthshaker
Press +
, Requires at least 2 Wirebugs.
Bead of Resonance: Slash your weapon in an upwards motion while placing a Wirebug cocoon on the ground that reverberates each time you play a melody, causing its effects to be distributed to allies near the cocoon, as well as producing a Sonic Wave that deals damage to enemies near the cocoon. Consists of two sources of damage, the initial slashing attack and the Sonic Waves produced by the cocoon. Only the Sonic Waves produced by the cocoon deal Blunt Damage.
Requires Switch Skill: Bead of Resonance
Press +
, Requires at least 2 Wirebugs.
Lance
Basic Attacks
Shield Attack: Swing your shield outwards, smashing the enemy and dealing damage. Deals Blunt Damage.
Press after Guard Dash or during Shield Charge
Shield Charge: Charge forwards a certain distance with your shield held out in front of you to block incoming attacks and damage enemies that get in the way. Deals Blunt Damage.
Requires Switch Skill: Shield Charge
Press +
while holding
Press during a Closed Jump
Silkbind Attacks
No Silkbind Attacks deal Blunt damage.
Gunlance
Basic Attacks
Only Wide Shelling Gunlances are capable of stunning monsters, due to the fact that they have a special type of Wyrmstake Cannon that deals Blunt Damage.
Wyrmstake Cannon: Jab an explosive wyrmstake into your enemy that explodes after a small amount of time. Deals Blunt Damage.
Press or
after a Wide Sweep
Press after firing two Shells in a row or after a Full Burst
Press +
during a Rising Slash
Press +
after firing a Charged Shell
Silkbind Attacks
No Silkbind Attacks do Blunt Damage.
Charge Blade
Only Charge Blades with an Impact Phial can deal Blunt Damage.
Basic Attacks
Shield Boost Mode: During Shield Boost Mode your shield becomes elementally charged, improving the Guard Capacity of your shield and causing attacks in Axe Mode to deal more damage. Replaces Axe: Amped Element Discharge with Axe: Ultra Element Discharge. Successfully blocking an attack during Shield Boost Mode releases a small explosion of energy that deals Blunt Damage.
Press during Axe: Amped Element Discharge while you have at least 1 Phial stored to perform an Element Up Roundslash and enter Shield Boost Mode.
Sword Boost Mode: During Sword Boost Mode, all attacks done in Sword Mode deal additional Blunt Damage.
Requires Switch Skill: Condensed Element Slash
Must have Shield Boost Mode activated. Hold while Charging your Phials, then release at the right moment to perform a Sword: Condensed Element Slash and enter Sword Boost Mode
Sword: Return Stroke: Slash upward with your sword, bringing it behind you. This is the only attack in Sword Mode that can deal Blunt Damage without Sword Boost Mode activated. Deals Blunt Damage ONLY if done after Charging your Phials
Press after Charging your Phials
Axe: Element Discharge I: Swing your weapon in front of you, releasing a small explosion from your Phials. Explosion deals Blunt Damage if you have at least 1 Phial stored.
Press while in Axe Mode
Press after Axe: Overhead Slash or after Charging your Phials
Axe: Element Discharge II: Swing your weapon in a wide circle twice around your head, discharging energy from your Phials to cause explosions wherever your weapon makes contact. Explosions deal Blunt Damage if you have at least 1 Phial stored.
Press after a Sword: Morph Slash, Axe: Element Discharge I, Axe: Dash Slam, Axe: Rising Slash, or Axe: Smash
Axe: Amped Element Discharge: Lift your weapon and slam it down in front of you, unleashing an explosion from your phials. Explosion deals Blunt Damage as long as you have at least 1 Phial stored.
Press after an Axe: Element Discharge II (Unless Shield Boost Mode is activated)
Press +
while in Axe Mode
Press +
after Sword: Shield Thrust, Sword: Morph Slash, Axe: Dash Slam, Axe: Rising Slash, Axe: Element Discharge I, Axe: Overhead Slash, Axe: Smash, Counter Peak Performance, or Morphing Advance
If Shield Boost Mode is activated, Axe: Amped Element Discharge will be replaced with Axe: Ultra Element Discharge. If you want to perform an Axe: Amped Element Discharge instead of an Axe: Ultra Element Discharge while Shield Boost Mode is activated, simply hold when you go to press
+
. This does not work for the Axe: Ultra Element Discharge performed after an Axe: Element Discharge II.
Axe: Ultra Element Discharge: Swing your weapon around your head once before slamming it down in front of you, unleashing the power stored in all your Phials and causing a massive explosion. Explosion deals Blunt Damage as long as you have at least 1 Phial stored.
Press after an Axe: Element Discharge II while Shield Boost Mode is activated
Press +
while in Axe Mode while Shield Boost Mode is activated
Press +
after Sword: Shield Thrust, Sword: Morph Slash, Axe: Dash Slam, Axe: Rising Slash, Axe: Element Discharge I, Axe: Overhead Slash, Axe: Smash, Counter Peak Performance, or Morphing Advance while Shield Boost Mode is activated
Silkbind Attacks
Axe Hopper: Slam your weapon into the ground to send yourself flying upwards, allowing you to unleash a variety of attacks from the air. Consists of two parts, the initial slam and whichever attack you choose to use while in the air. Two of the possible attacks are Midair Amped Element Discharge and Midair Ultra Element Discharge, both of which deal Blunt Damage.
Requires Switch Skill: Axe Hopper
Press +
, Requires at least 1 Wirebug.
Midair Amped Element Discharge: An aerial attack that allows you to slam your axe down onto enemies from above, releasing an explosion. Explosion deals Blunt Damage as long as you have at least 1 Phial stored.
Press after using Axe Hopper
Midair Amped Ultra Element Discharge: An aerial attack that allows you to slam your axe down in an all-or-nothing attack that unleashes the power stored within all your Phials, causing an enormous explosion. Deals Blunt Damage as long as you have at least 1 Phial stored.
Press +
while Shield Boost Mode is activated after using Axe Hopper
Insect Glaive
Basic Attacks
Kinsect: Mark Target: Swing your weapon around in an arc, hitting enemies with the blunt end and marking the spot where you made contact. Deals Blunt Damage.
Press
Can be chained after any attack
Tetraseal Slash: Unleash a flurry of 4 attacks, one of which marks the target. The third strike deals Blunt Damage.
Requires Switch Skill: Tetraseal Slash
Press after a Leaping Slash, Strong Rising Slash Combo, Strong Double Slash, Strong Wide Sweep, or Improved Dodge Slash
Silkbind Attacks
No Silkbind Attacks deal Blunt Damage.
Kinsects
Depending on their Damage Type, some Kinsects can deal Blunt Damage.
Not only that, but if they are an Assist Type Kinsect, they will attack alongside you, allowing some of your attacks to deal additional Blunt Damage.
Light Bowgun
Basic Attacks
Melee Attack: Use your weapon to bash enemies at close-range. Deals Blunt Damage.
Press +
Ammo Types
Sticky Ammo: A unique ammo type that sticks to monsters before exploding. The explosion deals Blunt Damage.
For a list of Light Bowguns that shoot Sticky Ammo, please see the Sticky Ammo page.
Heavy Bowgun
Basic Attacks
Melee Attack: Use your weapon to bash enemies at close-range. Deals Blunt Damage.
Requires Switch Skill: Melee Attack
Press +
Tackle: Deliver a vicious shoulder check to enemies in front of you. Deals Blunt Damage.
Requires Switch Skill: Tackle
Press +
Ammo Types
Sticky Ammo: A unique ammo type that sticks to monsters before exploding. The explosion deals Blunt Damage.
For a list of Heavy Bowguns that shoot Sticky Ammo, please see the Sticky Ammo page.
Bow
Basic Attacks
Absolute Power Shot: A powerful shot that can be released immediately after a normal shot. Deals Blunt Damage.
Requires Switch Skill: Absolute Power Shot
Press after Shooting, performing a Charging Sidestep, or performing a Dodgebolt
Absolute Power Volley: Unleash a powerful barrage of arrows even stronger than the last. Deals Blunt Damage.
Requires Switch Skill: Absolute Power Shot
Press after performing an Absolute Power Shot
Armor with Skills Related to Stun
Low Rank Armor
Armor Skill | Armor Piece | Skill Level |
---|---|---|
Stun Resistance | Hunter's Coil | Lv. 1 |
Hunter's Greaves | Lv. 1 | |
Rhenoplos Mail | Lv. 1 | |
Kulu-Ya-Ku Greaves | Lv. 1 | |
Bishaten Helm | Lv. 1 | |
Bishaten Vambraces | Lv. 1 | |
Slugger | Kulu-Ya-Ku Braces | Lv. 1 |
Khezu Coil | Lv. 1 | |
Anjanath Helm | Lv. 1 | |
Anjanath Vambraces | Lv. 1 | |
Punishing Draw | Goss Harag Braces | Lv. 1 |
Goss Harag Coil | Lv. 1 |
High Rank Armor
Armor Skill | Armor Piece | Skill Level |
---|---|---|
Stun Resistance | Hunter's Coil S | Lv. 2 |
Hunter's Greaves S | Lv. 1 | |
Rhenoplos Helm S | Lv. 1 | |
Rhenoplos Mail S | Lv. 2 | |
Kulu-Ya-Ku Greaves S | Lv. 1 | |
Bishaten Helm S | Lv. 1 | |
Bishaten Vambraces S | Lv. 1 | |
Slugger | Kulu-Ya-Ku Mail S | Lv. 2 |
Kulu-Ya-Ku Braces S | Lv. 1 | |
Anjanath Helm S | Lv. 1 | |
Anjanath Vambraces S | Lv. 2 | |
Khezu Coil S | Lv. 1 | |
Khezu Greaves S | Lv. 1 | |
Foot of Ibushi | Lv. 1 | |
Punishing Draw | Goss Harag Braces S | Lv. 1 |
Goss Harag Coil S | Lv. 1 | |
Goss Harag Greaves S | Lv. 1 | |
Resuscitate | Kamura Head Scarf S | Lv. 1 |
Kamura Leggings S | Lv. 1 | |
Mizutsune Helm S | Lv. 1 | |
Mizutsune Mail S | Lv. 1 | |
Mizutsune Braces S | Lv. 1 | |
Valstrax Mail | Lv. 2 | |
Valstrax Coil | Lv. 1 |
Decorations with Skills Related to Stun
- Anonymous
Can we just talk about how stun can last an entire minute in this game. I'm not saying that is bad or annoying since it only happens when you don't wiggle out, but I just find it strange. What monster needs a full minute to use your stunned state. What scenario will a stun this long ever come into play, unless you or someone else dung pied the monster and the player just doesn't even try to escape the stun?
Take a shower, Go to school, go home, get something to eat, play a video game, watch a episode or two of a tv show or anime, make your bed, clean your room, go to sleep, wake up. Congratulations! Stun should now be over!
4
+10
-1