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 & Shield1.41.0
Dual Blades0.8Poison:Sleep:Blast 0.4/Paralysis 0.8
Great Sword3.52.7
Long Sword1.81.4
Hammer2.02.0
Hunting Horn1.10.9
Lance1.51.3
Gunlance1.5Poison:Paralysis:Sleep 1.5/Blast 0.9
Charge Blade1.61.6
Switch AxeSword & Axe1.2/Phial 0.4 (*1)Sword & Axe 1.0/Phial 0.35
Insect Glaive1.0(*4)-
Light Bowgun3.0 (*2)3.0
Heavy Bowgun3.0 (*2/*3)3.0
Bow1.1Poison: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.

SwitchAxe(Phial Type)Base Value
Weapon Grade Base Value
2N/A
3N/A
4N/A
5N/A
6N/A
7N/A
8N/A
9N/A
10571

*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.

Bowgun Ailment Ammo Base Value
Weapon Grade Base Value
260
390
4120
5150
6180
7195
8210
9225
10240

*4 While using enhanced ammo, it is highly likely that the buildup values for some status effects are reduced.

ailment mod
Ailment mode
Poison2.0
Paralysis2.0
Sleep3.0
Blast1.3