You've finally tracked down that Rey Dau after it spent twenty minutes blasting lightning at your Seikret. You pull out your brand-new thunder blade, thinking you're doing great. Then you realize you're barely tickling it. Honestly, it’s the most frustrating thing in the world. People look at the in-game guide and see a couple of stars next to an element and assume that's the "correct" way to play. But it’s not that simple.
In the Forbidden Lands, things are a bit messier. A monster hunter wilds weakness chart isn't just a cheat sheet—it’s a dynamic puzzle that changes based on whether you're hitting a tail, a head, or some weird glowing chain.
Why Your Elemental Build Might Be Failing
Basically, every monster has different "hitzone values." This is just a fancy way of saying some body parts are softer than others. In Monster Hunter Wilds, your elemental damage is calculated separately from your physical (raw) damage. If you're using a slow, heavy weapon like a Great Sword or a Hammer, elemental damage is kinda secondary. You want big raw numbers.
But if you’re a Dual Blades or Bow main? That's where the monster hunter wilds weakness chart becomes your bible. Fast weapons proc elemental damage on every hit, making those "star ratings" actually matter. However, the game's internal manual is famous for lying to you—or at least, not telling the whole truth. It might say a monster is weak to Fire and Ice, but if you look at the math, Fire might do 20% more damage on the head while Ice only works on the tail.
The Heavy Hitters: Who is Weak to What?
Let's look at some of the big names you're going to be farming for hours.
Arkveld is the one everyone stresses about. You’ll see people saying it’s weak to Dragon. That's true, but only barely. If you’re hitting its body, Dragon element does almost nothing. It’s only when those chainblades light up and start glowing that the Dragon weakness actually kicks in. If you aren't hitting the chains during those specific windows, you’re better off just using a high-raw weapon or Blast.
Uth Duna, that massive Leviathan from the Scarlet Forest, absolutely hates Thunder. If you’re struggling with that fight, swap to a Thunder weapon and aim for the mouth. It makes a world of difference. On the flip side, don’t even bother with Water damage. It’s a Leviathan; it lives in the water. You’re just giving it a bath at that point.
Rey Dau is another tricky one. It’s the "Apex" of the Windward Plains, and while it shoots lightning, it is surprisingly resistant to it. You want Ice or Water here. Most hunters find that Ice works best for slowing it down, especially when the weather turns into a Sandstorm and things get chaotic.
Breaking Down the Elements (Simply)
If you don't want to memorize a massive table, here is the "vibe" of the current roster:
- Fire: Use this against the fluffy or bug-like stuff. Doshaguma, Lala Barina, and Congalala all hate being on fire. It's also surprisingly good against Gore Magala when it isn't in its ultra-angry state.
- Water: Your go-to for anything that lives in the Oilwell Basin. Quematrice and Ajarakan are the big ones here.
- Thunder: Great for the leviathans. Balahara and Uth Duna are the primary targets.
- Ice: Specifically for the desert flyers like Rey Dau or the weirdly agile Chatacabra.
- Dragon: This is your endgame element. Rathalos, Rathian, and Arkveld are the main victims. If it looks like a classic dragon or a "Construct" monster, Dragon is probably the play.
The Secret Meta: Status Effects vs. Elements
There is a huge debate in the community right now about whether elements are even worth it. Honestly? Paralysis is kinda broken. If you bring a Lala Barina weapon (which has high Para), you can lock a monster down three or four times in a single hunt.
When a monster is paralyzed, your whole team can just unload their biggest combos. That usually results in way more total damage than a slightly higher elemental number would.
📖 Related: Why Games Released in 2018 Still Define What We Play Today
Then there’s Blast. Blast doesn't care about hitzones. It just builds up and then—pop—free 300+ damage and a part break. If you're tired of checking the monster hunter wilds weakness chart every five minutes, just build a Blast weapon. It works on almost everything.
Special Cases and Gimmicks
Some monsters change their weaknesses mid-fight. Take Nerscylla, for example. It wears a hide from a Gypceros. While that hide is on, its resistances are different. Once you break that shroud and reveal the actual spider underneath, its weakness to Fire skyrockets.
Then you have the Guardian variants in the Ruins of Wyveria. These guys are "Constructs." They generally have high resistance to everything except Dragon. If you're heading into the ruins, just bring a Dragon weapon. It’s the safest bet for those high-difficulty encounters.
Actionable Tips for Your Next Hunt
Don't just blindly follow a chart. You've got to be smart about your gear.
👉 See also: Free play online casino: Why You’re Probably Doing It Wrong
First, check your weapon type. If you’re using a Hammer, ignore the element and focus on "Slugger" or "Attack Boost." If you’re using Sword and Shield, go all-in on that elemental weakness.
Second, look at the weather. Monster Hunter Wilds has dynamic seasons. Some monsters only show up during the "Inclemency" (like the Sandstorm or the Great Flood). During these times, their elemental attacks are stronger, which means your elemental resistance matters just as much as your weapon's damage.
Lastly, use your Palico. If you want to run a Fire weapon but you’re worried about the monster's mobility, give your Palico a Sleep or Paralysis weapon. They’re surprisingly good at proccing statuses while you focus on raw damage.
Go to your Smithy, check the "Physiology" tab in your Hunter's Notes after you've gathered enough tracks, and look for the specific body parts that have the highest star rating for your element. That is the only way to actually win the numbers game in the endgame.