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Abnormal Status

Non-elemental ailments are referred to as "Abnormal Status" which are available on certain weapons. Abnormal status effects are inflicted upon monsters from build up over time (unlike elemental ailments which are instant) until a threshold is met (Initial). The threshold is then raised higher (Increase) after each successive infliction. Monsters will also reduce build up over time (typically 10 points every 5 seconds) so the abnormal status attacks must be applied constantly.

Poison

A monster will lose HP (Damage) over a certain period of time (Duration). The damage is subtracted from the monster's total HP and will not affect flinch limits. Poison stops once the monster is at 1HP. Unlike other statuses, Poison can be built up while the status is in effect.

Sleep

A monster will fall asleep for a certain period of time (Duration) unless woken up by a connected attack from a weapon or item. The monster receives no damage during this state but gives an opportunity to damage it with a strong attack:

  • The first melee attack that connects to the monster deals x2 the normal damage.
  • The first ranged or item attack that connects to the monster deals x3 the normal damage.

Monsters will not be woken up when attacked during the falling asleep animation but are susceptible afterwards.

Para

A monster will be paralyzed on the spot for a certain period of time (Duration). The monster receives no damage during this state but gives an opportunity to damage it:

  • Attacks that connect to the monster during this state deal x1.1 the normal damage.

KO

A monster will be stunned on the spot for a certain period of time (Duration). The monster receives no damage during this state but gives an opportunity to damage it. KO is not an element but a property that some weapon moves have. When these moves connect to the monster's head region it will build up KO. A monster will not accumulate KO while it is stunned.

Exhaust

A monster will lose 200 stamina. When a monster's stamina reaches 0 it will fall into an exhausted state where its speed and attack moves are slower and weaker. The monster receives no damage during this state but gives an opportunity to damage it.

Blast

An explosion is set off on the monster with a loss of HP (Damage) dealt to that region. Fixed damage is subtracted as normal and will affect flinch limits. Unlike other statuses, monsters do not reduce build up over time.

Jump

Aerial attacks that accumulate on the monster will allow a player to mount it.


This page was last modified on 01 April 2015, at 23:32.