Elemental Damage or Elements in Monster Hunter World (MHW) refers to the secondary damage dealt by Weapons and Monsters and lowered by specific Resistances.

For a more complete rundown on combat with Monsters, see Weapon MechanicsDefense, and Elemental Resistances.

FAQ: Some Weapons have Elemental Damage that is grayed out and in parentheses. These Weapons require a skill called Free Elem/Ammo Up in order to take effect.



Elemental Damage

Each monster has weaknesses and resistances that will cause it to take more or less damage from specific sources. For example a fire monster may take more elemental damage from weapons that deal water damage but less or zero elemental damage from weapons that deal fire elemental damage.

Monsters can also deal elemental damage to the hunter. Armor with high resistances to certain elements will cause you to take less damage and reduce the effects of Elemental Blights.

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.
    The ingame Monster Field Guide contains information on Monster weaknesses.
  • Some monsters possess resistances that change during the course of a fight because of breakable defenses.
  • Elemental Damage is normally not affected by a weapon's Affinity. The Critical Element Skill will allow Elemental Damage to strike critical hits.
  • 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 the Player & Allies.



Calculating Elemental Damage

Like Raw Damage, Elemental Damage is modified by Sharpness and Monster Body Part multipliers; it is not affected by Combo Move multipliers or weapon type, however. This means that, for the most part, Elemental Damage is a flat addition to a weapon's damage.

The formula for the Elemental portion of damage displayed during combat is:


Starting Elemental / 10 x Sharpness
x Body Part x Quest Difficulty x Rage Status 




For example, hitting a Great Jagras' tail with a Wide Slash from the Red Wing (180 Fire and 768 Physical), assuming Quest Difficulty and Rage status multipliers of 1.0 and no boost to Fire Damage from Skills, will yield:

18 (Starting Elemental value / 10)

x 1.0625 (Sharpness multiplier for blue level sharpness towards elemental)

x 0.15 (Monster Part multiplier for Great Jagras' tail against Fire Damage

= 2.9 Fire Damage (in addition to 22.5 slashing damage)



Displayed Damage numbers are an addition of both Physical and Elemental Damage (if any).

While trying out weapons in the Training Area, note that the Monster Part multiplier for the large training post is 0.8 for Physical damage and 0.3 for all types of Elemental.

Refer to the Sharpness, Weapons and Monsters  pages for more information on these multipliers.

Refer to Affinity to see how it can affect displayed damage numbers.



Elemental Ammo

Elemental Bowgun Ammo is noteworthy for having both a Raw (Physical) component and an Elemental component. The Elemental component is calculated much like Physical damage in that it begins with the current value for Attack, and is subjected to both a Weapon type multiplier and a Combo Move multiplier.1 Skills that boost Elemental Damage increase this starting value taken from Attack, before the Weapon type multiplier is applied.

The formula for the Damage displayed from Elemental Ammo is:


Attack / Weapon Type x Motion Value  x Body Part
+ (Attack + Skill Bonus) / Weapon Type x Motion Value x Body Part




For example:

Without the Water Attack Up Skill, Water Ammo from an Aqua Assault I (180 Attack) against the Large Training Post will yield:

180 / 1.5 (Attack modified by Weapon Type)

x 0.08 (Physical Motion Value multiplier for Elemental Ammo)

x 0.8 (Body Part multiplier for Training Post against Physical)

+ (180 + 0) / 1.5 (Starting Elemental value modified by Weapon Type and Skill)

x 0.22 (Elemental Motion Value multiplier for Elemental Ammo)

0.3 (Body Part multiplier for Training Post against Elemental)

= 16 Damage (rounded up)

With Water Attack Up level 3, Water Ammo from an Aqua Assault I (180 Attack) against the Large Training Post will yield:

180/ 1.5 (Attack modified by Weapon Type)

0.08 (Physical Motion Value multiplier for Elemental Ammo)

0.8 (Body Part multiplier for Training Post against Physical)

+ (180100) / 1.5 (Starting Elemental value modified by Weapon Type and Skill)

0.22 (Elemental Motion Value multiplier for Elemental Ammo)

0.3 (Body Part multiplier for Training Post against Elemental)

= 20 Damage



In the case of Elemental Ammo striking a critical hit (Affinity,) the critical hit multiplier will normally be applied to the Physical portion only.

With the Critical Element or the mhw-wiki-iceborne-master-rank Iceborne-only True Critical Element Skills active, a special critical hit multiplier will apply to the Elemental portion. This special multiplier is dependent on Weapon type.

The Critical Boost Skill only affects the Physical portion of Elemental Ammo.

See Light Bowgun and Heavy Bowgun for information on Combo Move multipliers of Ammo and more.



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. 


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.



Using the previous example of the Red Wing (180 Fire and 768 Physical), and adding one level of the Fire Attack Skill will improve the weapon's Fire damage to 210 and yield:

21 (Starting Elemental value / 10)

x 1.0625 (Sharpness multiplier for blue level sharpness towards elemental)

x 0.15 (Monster Part multiplier for Great Jagras' tail against Fire Damage

= 3.3 Fire Damage (in addition to 22.5 slashing damage)



  • Since elemental damage Skills add a flat amount and and are not affected by weapon-type or motion value multipliers, they are more often suited to fast weapons such as the Dual Blades or Sword & Shield.


1 Information taken from a Reddit post made by user mltsquigs and confirmed ingame.


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    • Anonymous

      I have ebony odogaron glaive that does dragon damage, and full Velkana armor which gives + on elemental damage on critical hits,, and frost aura. That means I'm dealing dragon and ice damage at the same time?

      • Anonymous

        Just wondering, if I equip a piece of armor with elemental atk skill (Jyura Vambraces as an example, Water Attack I) and a weapon with a different element, would I get the +30 Water Attack still from the vambraces? or that bonus would just go away since it doesn't match the weapon?

        • Anonymous

          Dumb question been trying to find out is there a way to remove elemental damage on a weapon? Like block it?

          • Anonymous

            What I'm curious about that I have yet to see clarified is the amount of effectiveness an element has on a creature. This info is listed as stars ranging from a red X meaning the monster takes no elemental damage from said attack all the way up to 3 stars. What I am curious about is the number value each star represents, for example is a monster with a one star to fire only take 33% of the damage caused by fire? does he take double? what about 2 stars does that raise it to 66% or triple? What does each star represent when it comes to how weak a monster is to a certain element?

            • Anonymous

              is there basicly a way to scale physical vs elemental dmg ? i made a calculation of the weapon damages and im not really sure how to add the physical and elemental dmg to an over all dmg

              • Anonymous

                the number of damage show when i attack the monster is only aw damage right ? because when i use the Dual destroyer II and the Kirin bolts + at training arena,it see the number of damage of the Dual destroyer II is higher than the Kirin bolts+,it 's strange because the element damage on the Kirin bolts is higher,i tested both on my Kirin full armor set

                • Anonymous

                  Question: Does dealing an elemental damage a monster is weak to bypass a resistance threshold, or does it multiply damage taken? Important distinction not touched on in this article.

                  • Anonymous

                    uhm what does more damage on a bow/dual blade an elemental build or an raw build ? from what i've gathered i do more damage with a raw build, at least from what i've seen in number.

                    • Anonymous

                      is it an addition to the regular damage, or like a percentage thing? like, will enduring schism deal more damage to a 3 star weak to dragon monster than nergal gouge?

                      • Anonymous

                        My weapon gives 90 fire damage, and i have + 100 from fire attack Level 3. but it only showcases that i have 120 fire damage instead 190. whats this?

                        • Anonymous

                          If I have a Weapon with elemental dmg 300 and raw dmg 500 and a weapon with raw dm 650 wich one would be better if the element is super effectiv against the monster?

                          • Anonymous

                            I still don't quite understand how element works in MHW, aside from what I read that certain monster better bring certain types element to fight with, but how about the armor? anybody could enlighten me?

                            • Anonymous

                              Im new to the MH series, and im not far into to the game yet. But what this tells me is if i can have bone weapons with 190 dmg and bone weapons with 190 dmg and 100 XXXElement dmg. Take the one with the Element dmg if the monster is weak to it i do more dmg than with the Normal one, and if the monster does not have a weaknes against it i still do the same dmg with both of them? That means if the weapons have the same Normal Dmg than take one with an Elemen on it.

                              • Anonymous

                                Help. Does elemental defence also change the damage? Like if someone would have 100 Def and someone had 100 Def and 20 Fire Res. One would not be set on fire from a fire ball but would one take more damage from the first impact?

                                • Elemental tips and info:
                                  * when it comes to status elements/ailments like sleep/paral/poison/etc the number you see on a weapon is not the potency of the damage. purely an example: lets say a monster needs 5000 "points" in order for a status to work on them and their weaknesses remove 1000 each. (so if they are 3 star weakness to poison then you its now only 2000 points) each weapons potency does that number to them. so if you have a weapon with 300 poison, each hit adds that, until you reach 2000. they then become poisoned. poison itself will only tic health at its designated dps. your weapon number will not change that number. these numbers are entirely made up, and there might be a few extra calculations within but this is the EASIEST way to create a more visual/descriptive idea of how it works for ppl to understand it better
                                  * when building a set around an element keep note that there is always an elemental cap on your weapon, when making a build to boost with "Element Attack" charms /armor sets/etc is to watch for your weapons cap. you might only need rank 1 or 2 and anymore is just excessive and will not change your stat higher.
                                  * when working with a closed element weapon( such as the diablos ones that have Greyed out ice status) if you have no "Free Elem/Ammo Up" abilities. the weapon will remain NON ELEMENT and NON ELEMENTAL Attack Jewels will increase this.
                                  * "Attack" numbers and "element damage" numbers are not overlapped. as in. if you have a 1k wpn attack and 300 element attack. that doesnt mean that 300 of that 1k is the element. it means you do 1k AND 300. this can be good and bad because yes you do more damage. BUT it also means theres 2 defenses to fight thru now. if a monster has X non element defense. the weapon has to fight thru that defense. and if it also has X defense of the element you are using, you are now fighting through both of those defenses. this is why it is highly recommended to ALWAYS bring a weapon that will work properly against a monster even if you think its no big deal.

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