The Weapon Mechanics Guide for Monster Hunter Rise (MHR or MHRise) aims to help players understand how to best utilize the game's arsenal and equipment mechanics. In the world of Monster Hunter there is a lot more that goes into hunting than just bashing and slashing one's way to victory. Many different factors play a part in the dealt and received by players.
- See Silkbind Attacks for detailed explanations on the new Wirebug Skills.
Sharpness in Monster Hunter Rise (MHR) is a factor in determining the cutting power of a Weapon and its damage output.
The Sharpness level of a weapon will degrade over the course of a fight. When wielding a Blademaster Weapon, it is important to keep it at its maximum Sharpness with Whetstone. This will make cutting Monster parts easier (blade weapons only) and lower the chance of an attack being deflected.
There are 6 levels of Sharpness in the Base Game and, with the Sunbreak Expansion's introduction of Master Rank content, a 7th level is also made available. Damaging Monster parts sometimes requires a weapon to currently be at a certain level.
Low Level Sharpness
Red - This is the first and lowest level of Sharpness possible. Most if not all attacks made at this Sharpness will cause a blade (or blunt weapon) to bounce off the hides of monsters.
Orange - The second level of Sharpness that is not much better than red. Many attacks will be deflected.
Yellow - The third level of Sharpness. At this level some hits can be landed on a monster in the early stages of the game.
Medium Level Sharpness
Green - The fourth level of Sharpness. This is where most attacks will be successful.
Blue - The fifth level of Sharpness. Attacks will be even more successful unless striking monsters hard parts.
High Level Sharpness
White - The sixth level of Sharpness. All attacks will be successful unless striking some monsters hard parts.
Purple - The seventh level of Sharpness. Sunbreak Master Rank weapons only. All attacks will be successful unless striking some monsters hard parts.
In addition to reducing chance of deflection, Sharpness will also increase Raw (Physical) Damage and Elemental Damage.
See Attack Power for more information.
Sharpness Raw Damage Multiplier
Sharpness Elemental Damage Multiplier
Sharpness Consumption by Weapon and Motion
Sharpness consumption rate is often -1 Sharpness per hit. Some weapons or attacks for specific weapons may consume Sharpness at a faster rate.
Please note that guarding against roars, wind pressure and tremors does not cost any Sharpness.
|Any weapon regular attacks (hit)||-1|
|Any weapon regular attacks (bounce)||-2|
|Guarding (Great Sword or Charge Blade), resulting in small knockback||-1|
|Guarding (Great Sword or Charge Blade), resulting in medium knockback||-2|
|Guarding (Great Sword or Charge Blade), resulting in large knockback||-10|
|Gunlance Normal Shells||-2|
|Gunlance Long Shells||-2|
|Gunlance Wide Shells||-3|
|Great Sword||Level 3 charged attacks||30% Raw Hitzone Increase
|Great Sword||Level 2 charged attacks||20% Raw Hitzone Increase
|Melee attacks||Effect of Demon Ammo is active||10% Raw Hitzone Increase
|Great Sword||Level 1 charged attacks||10% Raw Hitzone Increase
|Blademaster weapons||Hitting monster at end of a swing, during yellow Sharpness||30% Damage Penalty
|Blademaster weapons||Hitting monster at start of a swing, during yellow Sharpness||40% Damage Penalty
Raw Attack Power
Attack Power or Raw Damage is a damage statistic in Monster Hunter Rise (MHR). Monsters also use Raw damage calculations, which is mitigated by the Hunter's Defense stat.
How Attack Power is Calculated
Raw Damage - also called Physical - is calculated separately from Elemental Damage and Status Effect buildup. The higher the Attack on your weapon the more Raw Damage you will deal to a Monster. In previous games, weapons tend to have bloated Attack Values and displayed much higher numbers on the stats page than their actual damage output range. However, this is no longer the case in Rise, where weapons display their True Attack Value or True Raw, simplifying the damage calculations.
Each Weapon Type still has varying multipliers for all the different Combo Moves(often referred to as 'Motion Value') and this is taken into account when calculating damage numbers, along with the modifiers for Sharpness, Monster Part or Hitzone, Quest Difficulty, as well as a Monster's Enrage Status.
Formula for Physical Damage displayed
Raw Attack x Sharpness x Combo Move x
x Monster Part x Quest Difficulty x Rage Status
For example, hitting a Great Izuchi's tail tip with an Overhead Smash I from the Bone Hammer I, assuming Quest Difficulty and Rage status multipliers of 1.0 and no boost to Attack from Items or Skills, will yield:
90 (Raw Attack)
x 1.05 (Sharpness multiplier for Green-level Sharpness - non-elemental)
x 0.42 (Combo Move multiplier for Hammer's Overhead Smash I attack)
x 0.8 (Monster Part multiplier for Great Izuchi's tail tip against Blunt Damage)
= 31 damage (rounded down)
Refer to Affinity to see how it can affect displayed damage numbers.
Remember that Raw Damage is subdivided into three types: Cut, Blunt, and Ammo, and that Monster Body Parts have individual Body Part Multipliers for each. Refer to Damage Types to see how different weapons may perform in combat.
Skills that Affect Attack Power
The following Skills boost Raw Attack when granted by Armor or Talismans:
- Agitator - Increases Attack when a Monster becomes enraged
- Attack Boost - Increases Attack at all times
- Heroics - Increases Attack when below a certain health threshold
- Peak Performance - Increases Attack when health is full
- Resentment - Increases Attack when the hunter has recoverable damage (red portion of health gauge)
Weapons with the Highest Raw Attack
Note: Not necessarily the best weapons to use, simply the ones with the highest attack on the status page while wearing nothing or using Power Charm/Talon.
Great Sword - Rampage Cleaver S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Sword & Shield - Rampage Sword S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Hammer - Gargwa Hammer
Lance - Diablos Spear (Attack Boost II)
Switch Axe - Rampage Slicer S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Insect Glaive - Rampage Glaive S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Light Bowgun - Furious Flammenkanone (Attack Boost I)
Long Sword - Rampage Blade S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Dual Blades - Rampage Twinblades S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Hunting Horn - Rampage Agitato S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Gunlance - Diablos Cannon (Attack Boost II)
Charge Blade - Rampage C. Blade S (Attack Boost IV / Non Elemental Boost / Attack Surge)
Bow - Tyrant Bow (Attack Boost II)
Heavy Bowgun - Diablazooka (Attack Boost II)
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.
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 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.
Affinity, also known as Critical Chance, in Monster Hunter Rise (MHR or MHRise) is a weapon's chance to deal a bonus or a penalty to Damage on attacks. Some Weapons have innate Affinity, but it can also be increased with Skills and Equipment
How Affinity Works
Affinity can both positively and negatively affect the hunter. At 0% Affinity there is no chance for a bonus or penalty to damage.
A positive Affinity value denotes the statistical probability of the hunter landing a "critical hit". Critical hits deal an extra 25% Physical (Raw) Damage to monsters unless the player has the skill 'Critical boost' which increases the extra damage to 30%, 35% and 40% for level 1,2 and 3 respectively. This calculates to 4% affinity with no level of critical boost equating to 1% increase in overall DPS. If the hunter has the critical boost skill, the values are 3.3%, 2.86% and 2.5% of affinity for 1% of DPS boost for level 1,2 and 3 respectively. Critical hits have special visual effects that allow the player to see whether or not they are landing critical hits or not. This visual effect will be a bright red slash that appears wherever the hunter hit the monster.
A negative value, on the other hand, denotes the hunter's chance of landing a "weaker hit". Weaker hits deal 25% less Physical Damage to monsters. Negative Critical hits have special visual effects that allow the player to see whether or not they are landing critical hits or not. This visual effect will be a bright blue slash that appears wherever the hunter hit the monster.
- More info coming soon
Increasing Weapon Affinity
The following Skills and Equipment increase your weapon Affinity. Note that with the Critical Draw skill you will always Crit on a draw attack.
- Critical Eye increases Affinity at all times
- Level 1: +5% Affinity
Level 2: +10% Affinity
Level 3: +15% Affinity
Level 4: +20% Affinity
Level 5: +25% Affinity
Level 6: +30% Affinity
Level 7: +40% Affinity
- Agitator increases Affinity when a Large Monster becomes enraged
- Level 1: Attack +4 and Affinity +3% while active.
Level 2: Attack +8 and Affinity +5% while active.
Level 3: Attack +12 and Affinity +7% while active.
Level 4: Attack +16 and Affinity +10% while active.
Level 5: Attack +20 and Affinity +15% while active.
- Maximum Might increases Affinity when Stamina is kept full for 3 seconds and deactivates after spending a total of 2 seconds while not at full stamina.
- Level 1: While active, increases affinity by 10%.
Level 2: While active, increases affinity by 20%.
Level 3: While active, increases affinity by 30%.
- Latent Power increases Affinity after certain conditions are met. This skill effect activates after 2 minutes and 45 seconds of an encounter with a monster. Unlike in previous Monster Hunter games, you cannot increase this counter by taking damage. Any time spent in an attack animation will speed up this process by 2x, meaning if you were to only attack for about 1 minute and 45 seconds, you would obtain the effect. The only exceptions in version 1.1.2 is that bowguns as well as dual blades demon mode are excluded from this attack animation speed up. The skill lasts for 2 minutes.
- Level 1: While active, increases affinity by 10% and reduces stamina depletion by 30%
Level 2: While active, increases affinity by 20% and reduces stamina depletion by 30%
Level 3: While active, increases affinity by 30% and reduces stamina depletion by 50%
Level 4: While active, increases affinity by 40% and reduces stamina depletion by 50%
Level 5: While active, increases affinity by 50% and reduces stamina depletion by 50%
- Weakness Exploit increases the Affinity of attacks that strike a monster's weak point
- Level 1: Attacks that hit weak spots have 15% increases affinity.
Level 2: Attacks that hit weak spots have 30% increases affinity.
Level 3: Attacks that hit weak spots have 50% increases affinity.
Weapons with High Affinity
- More info coming soon