In Monster Hunter Now, status effects build up a "buildup value" with each hit.
A status ailments activates once that value exceeds the monster's required "resistance value".
While active, effects such as movement restriction, damage over time, or first-hit damage modifiers may occur.
After the effect ends, the required buildup value (resistance) increases for the next activation.
Terminology
- Buildup Value: The value accumulated by your attacks until a status effect activates.
- Effect: When status buildup occurs, the corresponding status icon is displayed on the attack's damage.
- Resistance Value: The amount of buildup required for the monster to be affected by the status. This increases each time the status activates.
- Activation: The moment when the effect occurs after exceeding the resistance value.
- Modifier: Damage multipliers or fixed damage applied while a status effect is active or when it activates.
Status Effect Rules
- Buildup value is determined by the status attribute value and the weapon-based modifier.
(Refer to the table below for the modifier.) - During activation, buildup may continue if the conditions are met, and may activate on the next effect occurrence after the status effect ends.
- Once a status effect activates, the resistance value increases according to the multiplier for each status effect.
| Weapon Type | Mod | Old mod(~2026/01/13) |
|---|---|---|
| Sword & Shield | 1.4 | 1.0 |
| Dual Blades | 0.8 | Poison:Sleep:Blast 0.4/Paralysis 0.8 |
| Great Sword | 3.5 | 2.7 |
| Long Sword | 1.8 | 1.4 |
| Hammer | 2.0 | 2.0 |
| Hunting Horn | 1.1 | 0.9 |
| Lance | 1.5 | 1.3 |
| Gunlance | 1.5 | Poison:Paralysis:Sleep 1.5/Blast 0.9 |
| Charge Blade | 1.6 | 1.6 |
| Switch Axe | Sword & Axe1.2/Phial 0.4 (*1) | Sword & Axe 1.0/Phial 0.35 |
| Insect Glaive | 1.0(*4) | - |
| Light Bowgun | 3.0 (*2) | 3.0 |
| Heavy Bowgun | 3.0 (*2/*3) | 3.0 |
| Bow | 1.1 | Poison:Paralysis:Sleep 1.0/Blast 0.6 |
*1 For Switch Axe weapons that apply status effects through Phial-type non-elemental attacks, the base value is used.
| Weapon Grade | Base Value |
|---|---|
| 2 | N/A |
| 3 | N/A |
| 4 | N/A |
| 5 | N/A |
| 6 | N/A |
| 7 | N/A |
| 8 | N/A |
| 9 | N/A |
| 10 | 571 |
*2 Bowguns do not have innate status attributes; instead, status ammo always contributes buildup. In this case, the base value is applied.
*3 For Heavy Bowgun, when using Normal/Crouching Fire style, the enhanced ammo (white indicator) after a perfect evade increases status buildup by 1.1×.
Additionally, when using Guard Reload style, the multiplier is 1.1× for white ammo and 1.35× for red ammo.
| Weapon Grade | Base Value |
|---|---|
| 2 | 60 |
| 3 | 90 |
| 4 | 120 |
| 5 | 150 |
| 6 | 180 |
| 7 | 195 |
| 8 | 210 |
| 9 | 225 |
| 10 | 240 |
*4 While using enhanced ammo, it is highly likely that the buildup values for some status effects are reduced.
| Ailment | mode |
|---|---|
| Poison | 2.0 |
| Paralysis | 2.0 |
| Sleep | 3.0 |
| Blast | 1.3 |