Monster Hunter World - 'Why Do I Play This Game?!'.Deviljho Slay Event (Challenge) - #MHW - Duration: 12:13. GG RELOADED 2,425 views. Monster Hunter World 🏹 What's The Best Weapon For You?

  • Monster Hunter World: Iceborne Armor Set builder. USJ and Event gear, Damage calculation, Set Searcher, Sets sharing.
  • A lot of people here are thinking that damage meter = toxicity. This isn't a PvP game. See WoW (PvE), or Warframe. You don't play MHW to shit on people, you play because you want to hunt big monsters with your friends. Edit: assholes will be assholes, wether damage meter is a thing or not.
  • Damage Type
  • Sharpness
  • Elemental Value

Damage Type

When attacks strike a monster, two types of damage are dealt: Physical (Raw) damage, and Elemental damage (but only if the weapon has an Elemental attribute). Free program to unblur pictures.

Some weapons have an abnormal status attribute instead of an Elemental attribute. These weapons will Physical damage and apply Status damage.

Physical damage includes Severing-type damage, Blunt-type damage, and Projectile-type damage. Elemental damage includes Fire, Water, Thunder, Ice, and Dragon. There are also other sources of damage such as Fixed damage and Status damage. All damage types are dealt independent of each other.

Severing

Severing (sometimes known as Cutting) damage is the primary damage type for the following weapons:

The following attacks also deal Severing damage:

  • Hunting Horn's Handle Poke
  • Bow's Melee Attack deals Severing damage
  • Some Kinsects deal Severing damage
  • Slicing shot from Bowguns

Tails can only be cut by Severing damage. This happens when sufficient Severing damage has been accumulated on the tail, which then severs it.

Blunt

Blunt damage is the primary damage type for the following weapons:

The following attacks also deal Blunt damage:

  • Sword & Shield's shield-oriented attacks
    • Sword/Shield Combo
    • Shield Attack
    • Shield Bash
    • Hard Bash
    • Falling Bash
  • Lance's Shield Attack
  • Kinsects with Blunt attribute

Blunt weapons deal Exhaust status when they hit a monster. If they hit a monster's head, they deal Stun damage.

Projectile

Projectile damage is the primary damage type for the following weapons:

Gunlance's Shelling attacks deal Fixed damage instead of Projectile damage.

Elemental

Elemental Attributes:

  • Fire
  • Water
  • Thunder
  • Ice
  • Dragon

Blademaster weapons can have an Elemental attribute, a Status attribute, or neither. Some Dual Blades have two Elemental/Status attributes, one for each blade.

The Bow may have an Elemental attribute. The Bowguns do not have natural Elemental attributes, but they can load Elemental shots that effectively functions as dealing Elemental damage when it hits a monster.

Elemental damage is mainly affected by the weapon's Elemental value and the monster's Elemental Hitzone. Abnormal Status damage is not affected by the monster's Physical or Elemental Hitzone values. Blademaster weapons have a 1-in-3 chance per hit to apply Abnormal Status damage, while Gunner weapons always apply Abnormal Status damage.

If a monster has no weakness to a specific element on their Hitzone, then no Elemental damage is dealt. The Physical damage done by the weapon is not affected, as Elemental and Physical damage are calculated separately.

Status Attacks

Abnormal Status attributes:

  • Poison
  • Paralysis
  • Sleep
  • Blast

Blademaster weapons can have an Abnormal Status attribute instead of an Elemental attribute. Bows cannot have a natural Status attribute, but may equip Status Coatings to make fired arrows apply Status damage. Equipping Status Coatings will disable the Bow's Elemental attribute temporarily. The Bowguns do not have natural Abnormal Status attributes, but can load Status shots that apply Abnormal Status damage.

For Blademaster weapons, each time an attack lands, the attack has a 1-in-3 chance of applyingAbnormal Status damage. For Gunner weapons, a successful hit will always apply Abnormal Status damage.

Applying Abnormal Status damage to a monster does not instantly activate it's effect. Instead, monsters have an innate tolerance to Status Ailments. To trigger a Status Ailment, enough Status damage must be dealt to a monster to overcome its tolerance threshold. Once a monster is affilicted with the Ailment, the accumulated Status damage is reset to 0 and additional Status damage cannot be dealt until the monster recovers. The only exception to this is Poison.

After the monster recovers, its tolerance threshold for the Ailment increases. This means it takes more Status damage must be accumulated before being able to inflict the monster with the same Ailment.

For all Ailments (except Blast), the accumulated Status damage disappears gradually due to the monster's tolerances. Overcoming this gradual decay is necessary to successfully trigger a Status Ailment on a monster.

IconStatusEffect(s)
PoisonSlowly drain the monster's health
ParalysisTemporarily immobilizes the monster and makes it take a bit more damage
SleepPut the monster to sleep
StunStun/KO the monster, which topples and immobilizes it
ExhaustedDrain the monster's stamina, making it tired
BlastTriggers an explosion on a specific monster part, which deals damage

Factors for Damage Calculation

The following factors influence damage calculations:

BM = Blademaster

FactorBM (Physical)BM (Elemental)Bowgun (Physical)Bowgun (Elemental)
Attack ValueOOOO
Motion ValueOO
SharpnessOO
Weapon AdjustmentOOOO
Sharpness AdjustmentO
Critical HitOO
Monster HitzoneOOOO
Elemental ValueOO
Projectile AdjustmentO
Critical DistanceO
Rapid Fire AdjustmentOO

Attack Value

The Attack value of the Hunter is calculated from the Hunter's equipped weapon, offensive boosts (e.g. being in DB's Archdemon Mode or having a HH attack buff), equipped skills, items, and Food skills. When damage is calculated, only True values are used, and the Displayed Attack value is adjusted down by the Display Multiplier.

Motion Values

All weapon attacks have a Motion Value (MV), which determines what proportion of the Attack value is used in damage calculations. For example, a weaker move with 40 MV uses applies 40% of the Attack Value in calculating damage, while a stronger move with 80 MV applies 80% of the Attack Value in calculating damage.

In general, slow weapons make up for their slower attacks with larger MVs, and fast weapons make up for their faster attacks with smaller MVs.

Sharpness

Sharpness describes how sharp a weapon is. Sharper weapons deal more damage and are less likely to bounce when hitting tough body parts.

Weapon Sharpness is split into discrete colors (see below). Different colors provide different multipliers to the damage dealt by the player.

SharpnessIconPhysicalElemental
Redx0.50x0.25
Orangex0.75x0.50
Yellowx1.00x0.75
Greenx1.05x1.00
Bluex1.20x1.0625
Whitex1.32x1.125

In addition to lower damage, weaker Sharpness colors causes some weapons to lose functionality. For example, at Orange Sharpness, the Gunlance's shells will deal less damage, the Switch Axe may bounce while in Sword mode, and the Dual Blades will not complete its full Blade Dance animation. At Red Sharpness, the Gunlance cannot shell.

Sharpness Gauge and Consumption

Each weapon can only make a specific amount of hits in a specific sharpness color before it dulls and and the sharpness color is lowered. Sharpness is consumed when a player lands an attack, but some shield attacks from the SnS and Lance do not deplete Sharpness.

Although most attacks deplete Sharpness by one per hit, some weapons have attacks that deplete Sharpness faster:

AttackSharpness Cost
Normal Attacks Landing1
Normal Attacks Bounced2
Guarding with GS or CB*, small knockback1**
Guarding with GS or CB*, medium knockback2**
Guarding with GS or CB*, large knockback10**
Gunlance Shell, Normal2
Gunlance Shell, Long2
Gunlance Shell, Spread3
Gunlance's Wyvern Fire10
Gunlance's Burst FireShell Count x Shell Cost

*Charge Blade with Elemental Boost doesn't lose Sharpness when guarding.** Doesn't lose sharpness when blocking roars, wind pressure, or tremors.

Sharpness can be restored by sharpening the weapon with a Whetstone.

Weapon Adjustment

Certain attacks have inherent damage bonuses:

WeaponAttack NamePhysical BonusElemental Bonus
SnSCharged Slash+XXL
Dual BladesDemon Mode+M
Dual BladesWhen both blade strike at the same time-L
Great SwordCharged Slash Lv1+S
Great SwordCharged Slash Lv2+M
Great SwordCharged Slash Lv3+XL
Great SwordStrong Charged Slash Lv1+XXL
Great SwordStrong Charged Slash Lv2+XXL
Great SwordStrong Charged Slash Lv3+XXL
Long SwordWhite Spirit Gauge+XS
Long SwordYellow Spirit Gauge+S
Long SwordRed Spirit Gauge+M
LanceDash Attack-XXL
GunlanceCharged Shot (Normal/Long)+M
GunlanceCharged Shot (Spread)+XL
GunlanceBurst Fire (Normal)+S
GunlanceBurst Fire (Spread)-S
GunlanceWyvern Fire (Long)+M
Switch AxePower Phial+M
Switch AxeElemental Phial+L
Charge BladeElemental Phial+XXL
Charge BladeElemental Boost (Axe Mode)+M
Insect GlaiveRed+White+M
Insect GlaiveRed+White+Orange+M
BowPower Phial+XL
BowElemental Phial+XL
BowMelee Attack-XXL
BowCharge Lv 1-XXL-L
BowCharge Lv 2- M
BowCharge Lv 3+XL
BowCharge Lv 4+XXL+M
BowArc Shot-L-L
BowgunNormal+L

Sharpness Adjustment

Some moves modify Sharpness, which affects both damage output and the liklihood to bounce.

WeaponConditionSharpness Adjustment
Blademaster weaponYellow Sharpness. At the start of weapon swing-XL
Blademaster weaponYellow Sharpness. At the end of weapon swing-L
All Melee AttackHave the buff from Demon shot+S
Sword & ShieldAll Attack+XS
Great SwordAll Charged Attack, Lv 1+S
Great SwordAll Charged Attack, Lv 2+M
Great SwordAll Charged Attack, Lv 3+L
Great SwordHit with the middle of the blade+XS
Long SwordMax Spirit Gauge+S
Long SwordHit with the middle of the blade+XS
Lance*Damage based on Blunt Hitzone-L
BowMelee Attack with Close Range Coating+ L

* Lance/Hitzone Selection

Critical Hits and Feeble Hits

When an attack makes a Critical Hit, additional damage is dealt. When an attack makes a Feeble Hit, damage is reduced.

Critical Hits occur when a weapon has a positive Affinity value. Positive Affinity refers to the probability of making a Critical Hit on an attack. For example, a weapon with 20% Affinity will have a 20% chance of dealing a Critical Hit on an attack. Higher Affinity values will increase the likelihood of dealing a Critical Hit. A successful Critical Hit applies a +25% bonus to the weapon's Attack Value when calculating damage.

Feeble Hits occur when a weapon has a negative Affinity value. Negative Affinity refers to the probability of making a Feeble Hit on an attack. For example, a weapon with -20% affinity has a 20% chance of dealing a Feeble Hit. Lower negative Affinity Values increase the likelihood of dealing Feeble Hits. A Feeble Hit applies a -25% debuff to the weapon's Attack Value when calculating damage.

The below table briefly illustrates the interaction between Affinity and the probability of making a Critical or Feeble Hit:

AffinityProbabilityDamage Multiplier
60%60%x1.25
20%20%x1.25
0%0%x1.0
-20%20%x0.75
-60%60%x0.75

Some skills influence Affinity values:

Skill/Food SkillEffects
Critical Eye 1+1%

Monster Hitzone

Monsters are comprised of different body parts, and each part has has different weaknesses to Physical damage and Elemental damage. The Physical weakness of a Hitzone does not affect it's Elemental weakness, and vice versa. If a Hitzone is not weak to a specific Element (i.e. a Hitzone value of 0), then no Elemental damage is dealt, but Physical damage is not impacted.

The higher the Hitzone value, the weaker it is. For example, if a monster's head has Hitzone values of 20/50/40 (corresponding to the Severing, Blunt, and Projectile damage types respectively), then Severing-type attacks deal 20% of its damage, Blunt-type attacks deal 50% of its damage, and Projectile-type attacks deal 40% of its damage.

A Hitzone is generally considered vulnerable when its Physical Hitzone value is 45 or higher or when its Elemental Hitzone value is 20 or higher.

Elemental Value

When a weapon with an Elemental attribute lands an attack, the weapon will deal Elemental damage on top of the Physical damage it deals. Player-dealt Elemental damage does not inflict Elemental Blights on monsters.

Unlike Physical damage, Elemental damage is not affected by Motion Values. However, some weapons may confer a bonus to its Elemental damage on specific attack moves. In general, faster hitting weapons are better suited at dealing Elemental damage because they make multiple hits in the same time it takes a slower hitting weapon to make one hit.

Excluding Hunting Horn buffs, Elemental Attack buffs from Skills and Food skills are capped at a sum of +20%.

Elemental Crit Skill Adjustment

WeaponElemental Adjustment
Great Sword+M
Long Sword+L
Sword & Shield+XL
Dual Blades+XL
Hammer+L
Hunting Horn+L
Lance+L
Gunlance+L
Switch Axe+L
Charge Blade+L
Insect Glaive+L
Light Bowgun+XL
Heavy Bowgun+XL
Bow+XL

Projectile Adjustment

Skill/Food SkillAffected ProjectilesAdjustment
Normal UpNormal, Rapid+S
Pierce UpPierce+S
Spread UpSpread Ammo+M
Spread UpSpread Arrow+L

Critical Distance

For Gunner Weapons, Critical Distance (or Critical Range) refers to the distance at which a fired shot deals maximal damage. If the player is in Critical Distance, the aiming reticle will look like this:

Generally, being too close or too far away from the target will put the player outside of Critical Distance. Being too close or too far (i.e. outside of Critical Distance) will reduce the damage done by player Projectiles.

Critical Distance does not affect Affinity or Critical Hits.

Rapid Fire Adjustment

The Light Bowgun is capable of Rapid Fire, where the LBG shoots multiple shots in a single burst at the cost of 1 ammo. Each individual shot fired from Rapid Fire is weaker than a single shot of the same ammo type, but if most Rapid Fire shots land, their combined damage will exceed the damage done by firing just a single shot.

Rapid Fire TypeAdjustment
Lv 1 Normal x5-M
Lv 2 Normal x3-M
Lv 2 Normal x4-L
Lv 1 Pierce x3-L
Lv 2 Pierce x3-L
Lv 1 Pellet x3-M
Lv 2 Pellet x2-M
Lv 1 Sticky x2-L
Lv 2 Sticky x3-L
Lv 1 Sticky x2-L
Lv 2 Sticky x3-L
Lv 1 Crag x2-L
Lv 1 Fire x3-L
Lv 1 Fire x4-XL
Lv 1 Water x3-L
Lv 1 Thunder x3-L
Lv 1 Ice x3-L
Lv 1 Dragon x2-XL
Lv 1 Slicing x2-S
Lv 2 Slicing x2-S

Fixed Damage

Fixed damage is dealt directly to the monster and does not have a damage calculation. This means that Fixed damage attacks are not mitigated by the monster's Hitzone values or affected by the player's Attack value.

Some sources of Fixed damage, such as Gunlance shelling and Wyvern Fire, and Bowgun Sticky shot and Crag shot, also deal additional Fire damage. This additional Fire damage will be impacted by damage calculations.

CategoryDamage SourceDamage Dealt
SlingerStone1
SlingerKnife20
SlingerParalysis Knife5
SlingerPoison Knife5
SlingerSleeping Knife5
ItemSmall Barrel Bomb20
ItemBarrel Bomb80
ItemBarrel Bomb G150
GunlanceShelling
various other itemstbd
Charge BladePhial Burst - Counter3
Charge BladePhial Burst - ED5
Charge BladePhial Burst - AED10
Charge BladePhial Burst - SAED25
Bowguntbd

Last updated on November 20th, 2019

Monster Hunter World Iceborne has re-worked the Augment System for weapons. In this guide I will go over the Augment System along with the required materials.

Monster Hunter World Iceborne Augment System Guide

Back in Monster Hunter World, a weapon could be augmented a set amount of times depending on its rarity. Each augment type was weighted the same. In Iceborne, each augment type has a different “weight” or cost assigned to them and each weapon’s socket number is based on rarity. Below you will find each Augment‘s, sockets, costs and limits.

Yellow Text means that it was added in the Rajang update.

Mhw Dmg When Full Hpv Vaccine

Augment’s Socket Usage & Benefit

  • Attack
    • 1st Attack Augment takes 3 sockets
    • 2nd Attack Augment takes 2 sockets
    • 3rd Attack Augment takes 2 sockets
    • 4th Attack Augment takes 2 sockets
    • Each Attack Augment provides 5 true raw to the weapon
  • Affinity
    • Each Affinity Augment takes 2 sockets
    • 1st Affinity Augment provides 10% Affinity to weapon
    • 2nd Affinity Augment provides 5% Affinity to weapon
    • 3rd Affinity Augment provides 5% Affinity to weapon
    • 4th Affinity Augment provides 5% Affinity to weapon
  • Defense
    • 1st Defense Augment takes 1 socket and provides 15 extra defense along with a % chance to lessen damage taken
    • 2nd Defense Augment takes 1 socket and provides 10 extra defense along with a % chance to lessen damage taken
    • 3rd Defense Augment takes 1 socket and provides 10 extra defense along with a % chance to lessen damage taken
    • 4th Defense Augment takes 2 sockets and provides 15 extra defense along with a % chance to lessen damage taken
  • (Decoration) Slot
    • 1st (Decoration) Slot Augment takes 3 sockets and provides 1 level 1 Decoration slot.
    • 2nd (Decoration) Slot Augment takes 3 sockets and upgrades the previous level 1 Decoration slot into a level 2 Decoration slot.
    • 3rd (Decoration) Slot Augment takes 1 socket and upgrades the previous level 2 Decoration slot into a level 3 Decoration slot.
    • 4th (Decoration) Slot Augment takes 1 socket and upgrades the previous level 3 Decoration slot into a level 4 Decoration slot.
  • Health
    • 1st Health Augment takes 3 sockets and recovers a tiny bit of health in proportion to damage dealt to an enemy
    • 2nd Health Augment takes 2 sockets and recovers a bit of health in proportion to damage dealt to an enemy
    • 3rd Health Augment takes 2 sockets and recovers health in proportion to damage dealt to an enemy
    • 4th Health Augment takes 2 sockets and recovers a lot of health in proportion to damage dealt to an enemy
  • Element/Status Effect Up
    • 1st Element/Status Effect Up Augment takes 1 socket and increases the weapon’s element by 30
    • 2nd Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30
    • 3rd Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30
    • 4th Element/Status Effect Up Augment takes 2 socket and increases the weapon’s element by 30

Rarity 10 Augment’s Costs in Iceborne

Sockets’ Limits & Costs

Starts at 5 sockets can be augmented to 7

  • 3 Spiritvein Slogbone
  • 3 Fierce Dragonvein Bone
  • 3 Tempered Great Horn

Previous limit of 7 sockets can now be augmented to 9

  • 1 Spiritvein Gem
  • 3 Spiritvein Solidbone
  • 3 Tempered Glimmerpelt

Attack’s Limits & Costs

  • 1st Attack Augment
    • 9 Flickering Flamepelt
    • 3 Fierce Dragonvein Bone
    • 5 Wasteland Cragbone
  • 2nd Attack Augment
    • 7 Twisted Temperhorn
    • 5 Crackling Thunderpelt
    • 3 Dragonvein Solidbone
    • 3 Tempered Cragbone
  • 3rd Attack Augment
    • 7 Tempered Jaw
    • 3 Tempered Red Scale
    • 3 Spiritvein Solidbone
    • 1 Guiding Wasteland Dragonbone
  • 4th Attack Augment
    • 7 Tempered Glimmerpelt
    • 5 Heavy Jaw
    • 3 Spiritvein Solidbone
    • 5 Simmering Wildbone

Affinity’s Limits & Costs

  • 1st Affinity Augment
    • 9 Colorful Plume
    • 3 Fierce Dragonvein Bone
    • 3 Decayed Crystal
  • 2nd Affinity Augment
    • 9 Stormcall Steelwing
    • 5 Assassin Cutwing
    • 3 Dragonvein Solidbone
    • 5 Forest Crystal
  • 3rd Affinity Augment
    • 7 Tempered Cutwing
    • 3 Tempered Cathode
    • 3 Spiritvein Solidbone
    • 3 Prosperous Crystal
  • 4th Affinity Augment
    • 7 Tempered Blastscale
    • 5 Incandscent Magmafin
    • 3 Spiritvein Solidbone
    • 5 Magma Crystal

Defense’s Limits & Costs

  • 1st Defense Augment
    • 9 Rugged Mane
    • 3 Fierce Dragonvein Bone
    • 3 Mossy Greatbone
  • 2nd Defense Augment
    • 9 Fragrant Poison Sac
    • 3 Fierce Dragonvein Bone
    • 5 Woodland Greatbone
  • 3rd Defense Augment
    • 9 Obsidian Fur
    • 3 Fierce Dragonvein Bone
    • 3 Slumbering Greatbone
  • 4th Defense Augment
    • 7 King’s Scale
    • 5 Ancient Great Horn
    • 3 Heavy Dragonvein Bone
    • 1 Guiding Forest Dragonbone

(Decoration) Slot’s Limits & Costs

  • 1st Slot Augment
    • 9 Blackcurl Tyranthorn
    • 5 Crackling Thunderpelt
    • 3 Heavy Dragonvein Bone
    • 5 Wasteland Crystal
  • 2nd Slot Augment
    • 9 Moonlight Scale
    • 5 Charged Deathly Shocker
    • 3 Dragonvein Solidbone
    • 3 Serene Crystal
  • 3rd Slot Augment
    • 7 Tempered Azure Mane
    • 3 Tempered Hide
    • 3 Elder Spiritvein Bone
    • 1 Guiding Wasteland Crystal
  • 4th Slot Augment
    • 7 Tempered Gold Scale
    • 5 Metallic Scute
    • 3 Elder Spiritvein Bone
    • 5 Melted Crystal

Health’s Limits & Costs

  • 1st Health Augment
    • 7 Tempered Rendclaw
    • 5 Inkstained Oilshell+
    • 3 Spiritvein Slogbone
    • 5 Effluvial Frenzybone
  • 2nd Health Augment
    • 7 Tempered Tailblade
    • 5 Strongman’s Jaw
    • 3 Spiritvein Solidbone
    • 3 Afflicted Frenzybone
  • 3rd Health Augment
    • 7 Tempered Twilight Fang
    • 3 Tempered Talon
    • 3 Elder Spiritvein Bone
    • 1 Guiding Rotted Dragonbone
  • 4th Health Augment
    • 7 Tempered Silver Scale
    • 5 Crimson Blastscale
    • 3 Elder Spiritvein Bone
    • 5 Volcanic Wildbone

Element/Status Effect Up’s Limits & Costs

  • 1st Element/Status Effect Up Augment
    • 9 Dazzling Photophore+
    • 3 Fierce Dragonvein Bone
    • 3 Pale Crystal
  • 2nd Element/Status Effect Up Augment
    • 9 Smooth Icehide
    • 5 Rubbery Shell
    • 3 Heavy Dragonvein Bone
    • 5 Coral Crystal
  • 3rd Element/Status Effect Up Augment
    • 9 Enchanting Finehide
    • 5 Honed Tailblade
    • 3 Elder Dragonvein Bone
    • 3 Deepsea Crystal
  • 4th Element/Status Effect Up Augment
    • 7 Tempered Azure Horn
    • 3 Tempered Pink Scale
    • 3 Elder Spiritvein Bone
    • 1 Guiding Coral Crystal

Custom Upgrade Limits

Custom Upgrade now can be done 6 times compared to 5 before the Rajang Update.

Level 1

  • Kulu-Ya-Ku Mod (Affinity)
    • 5 Colorful Plume
    • 6 Fierce Dragonvein Bone
    • 5 Cracked Crystal
  • Jyuratodus Mod (Element & Abnormal Status Effect)
    • 2 Jyuratodaus Hardfang
    • 9 Fierce Dragonvein Bone
    • 5 Weathered Cragbone
  • Tzitzi-ya-Ku Mod (Attack)
    • 5 Dazzling Photophore+
    • 6 Fierce Dragonvein Bone
    • 5 Vivid Crimsonbone

Level 2

  • Banbaro Mod (Attack)
    • 5 Ancient Great Horn
    • 6 Fierce Dragonvein Bone
    • 7 Wasteland Crystal
  • Tobi-Kadachi Mod (Element & Abnormal Status Effect)
    • 5 Blinding Cathode
    • 6 Fierce Dragonvein Bone
    • 7 Woodland Greatbone
  • Hornetaur Mod (Affinity)
    • 6 Fierce Dragonvein Bone
    • 7 Effuvial Crystal
    • 7 Effuvial Frenzybone

Level 3

  • Anjanath Mod (Attack)
    • 5 Flickering Flamepelt
    • 6 Heavy Dragonvein Bone
    • 10 Forest Crystal
  • Viper Tobi-Kadachi Mod (Affinity)
    • 2 Viper Tobi-Kadachi Thorn
    • 9 Heavy Dragonvein Bone
    • 10 Coral Crystal
  • Legiana Mod (Element & Abnormal Status Effect)
    • 5 Smooth Icehide
    • 6 Heavy Dragonvein Bone
    • 10 Coral Crimsonbone

Mhw Dmg When Full Hp Laserjet

Level 4

  • Glavenus Mod (Element & Abnormal Status Effect)
    • 5 Smoldering Tailedge
    • 6 Dragonvein Solidbone
    • 7 Tempered Cragbone
  • Fulgur Anjanath Mod (Affinity)
    • 5 Crackling Thunderpelt
    • 6 Dragonvein Solidbone
    • 7 Deepsea Crystal
  • Acidic Glavenus Mod (Attack)
    • 5 Honed Tailblade
    • 6 Dragonvein Solidbone
    • 7 Afflicted Frenzybone

Level 5

  • Zorah Magdaros Mod (Element & Abnormal Status Effect)
    • 6 Elder Dragonvein Bone
    • 3 Guiding Wasteland Dragonbone
    • 3 Guiding Wasteland Crystal
    • 1 Spiritvein Gem Shard
  • Vaal Hazak Mod (Affinity)
    • 5 Twilight Fang
    • 6 Elder Dragonvein Bone
    • 3 Guiding Rotted Dragonbone
    • 1 Spiritvein Gem Shard
  • Nergiganted Mod (Attack)
    • 5 Extinction Greathorn
    • 6 Elder Dragonvein Bone
    • 3 Guiding Forest Dragonbone
    • 1 Spiritvein Gem Shard

Level 6

  • Brachydios Mod (Attack)
    • 5 Tempered Ebonshell
    • 6 Elder Dragonvein Bone
    • 3 Guiding Volcanic Dragonbone
    • 1 Spiritvein Gem
  • Uragaan Mod (Element & Abnormal Status Effect)
    • 5 Tempered Scute
    • 6 Elder Dragonvein Bone
    • 3 Guiding Magma Crystal
    • 1 Spiritvein Gem
  • Vaal Hazak Mod+ (Affinity)
    • 5 Tempered Twilight Fang
    • 6 Elder Dragonvein Bone
    • 3 Guiding Magma Crystal
    • 1 Spiritvein Gem

Rarity 11 Augments Costs in Iceborne

Sockets’ Limits & Costs

Starts at 4 sockets can be augmented to 5

  • 1 Spiritvein Gem
  • 3 Spiritvein Solidbone
  • 3 Tempered Crownhorn

Previous limit of 5 sockets can now be augmented to 6

  • 1 Great Spiritvein Gem
  • 3 Elder Spiritvein Bone
  • 4 Tempered Glimmerpelt

Attack’s Limits & Costs

  • 1st Attack Augment
    • 9 Fatal Rendclaw
    • 5 Ancient Great Horn
    • 3 Heavy Dragonvein Bone
    • 3 Vibrant Crimsonbone
  • 2nd Attack Augment
    • 9 Scorching Scale
    • 5 Solemn Azure Horn
    • 3 Elder Dragonvein Bone
    • 1 Guiding Coral Dragonbone

Affinity’s Limits & Costs

Mhw Dmg When Full Hp

Mhw Dmg When Full Hp Pc

  • 1st Affinity Augment
    • 9 Sinister Silverpelt
    • 5 Crackling Thunderpelt
    • 3 Heavy Dragonvein Bone
    • 3 Prosperous Crystal
  • 2nd Affinity Augment
    • 7 Tempered Azure Scale
    • 3 Tempered Thunderpelt
    • 3 Spiritvein Slogbone
    • 1 Guiding Forest Crystal
  • 3rd Affinity Augment
    • 7 Tempered Blastscale
    • 3 Tempered Magmanfin
    • 3 Spiritvein Solidbone
    • 3 Hellfire Crystal

Defense’s Limits & Costs

  • 1st Defense Augment
    • 9 Muddy Crown
    • 3 Fierce Dragonvein Bone
    • 3 Cracked Crystal
    • 3 Weathered Cragbone
  • 2nd Defense Augment
    • 9 Queen’s Scale
    • 3 Fierce Dragonvein Bone
    • 5 Wasteland Crystal
  • 3rd Defense Augment
    • 9 Twisted Bravehorn
    • 3 Heavy Dragonvein Bone
    • 3 Serene Crystal
  • 4th Defense Augment
    • 7 Tempered Crown
    • 3 Spiritvein Slogbone
    • 1 Guiding Wasteland Crystal

(Decoration) Slot’s Limits & Costs

  • 1st Slot Augment
    • 9 Hellfire Mane
    • 3 Tempered Flamepelt
    • 3 Elder Dragonvein Bone
    • 3 Tempered Cragbone
  • 2nd Slot Augment
    • 7 Tempered Ebonshell
    • 3 Tempered Scute
    • 3 Spiritvein Solidbone
    • 5 Volcanic Wildbone

Health’s Limits & Costs

  • 1st Health Augment
    • 7 Tempered Silverpelt
    • 3 Tempered Poison Sac
    • 3 Spiritvein Solidbone
    • 3 Slumbering Greatbone
  • 2nd Health Augment
    • 7 Splattered Hide
    • 3 Tempered Green Scale
    • 3 Spiritvein Solidbone
    • 1 Guiding Forest Dragonbone

Element/Status Effect Up’s Limits & Costs

  • 1st Element/Status Effect Up Augment
    • 9 Night Hood
    • 3 Fierce Dragonvein Bone
    • 3 Distorted Crystal
    • 3 Malformed Frenzybone
  • 2nd Element/Status Effect Up Augment
    • 9 Strongman’s Jaw
    • 5 Inkstained Oilshell+
    • 3 Heavy Dragonvein Bone
    • 5 Effluvial Crystal
  • 3rd Element/Status Effect Up Augment
    • 9 Twilight Fang
    • 5 Soulrender Talon
    • 3 Elder Dragonvein Bone
    • 3 Twilight Crystal

Rarity 12 Augments Costs in Iceborne

Sockets’ Limits & Costs

Starts at 3 sockets can be augmented to 4

  • 1 Great Spiritvein Gem
  • 3 Elder Spiritvein Bone
  • 5 Extinction Greathorn

Previous limit of 4 sockets can now be augmented to 5

  • 1 Great Spiritvein Gem
  • 3 Elder Spiritvein Bone
  • 5 Tempered Glimmerpelt

Mhw Dmg When Full Hp Laserjet

Attack’s Limits & Costs

  • 1st Attack Augment
    • 7 Tempered Steelwing
    • 5 Bloodstained Ebonhide
    • 3 Elder Spiritvein Bone
    • 5 Slumbering Greatbone
  • 2nd Attack Augment
    • 7 Tempered Silver Scale
    • 5 Bloodthirsty Glimmerpelt
    • 3 Spiritvein Solidbone
    • 3 Dragonscorched Wildbone

Affinity’s Limits & Costs

  • 1st Affinity Augment
    • 9 Smoldering Tailedge
    • 3 Heavy Dragonvein Bone
    • 3 Serene Crystal
  • 2nd Affinity Augment
    • 7 Tempered Crimson Mane
    • 5 Azure Mane
    • 3 Elder Spiritvein Bone
    • 1 Guilding Wasteland Crystal

Defense’s Limits & Costs

  • 1st Defense Augment
    • 9 Rubbery Shell
    • 3 Fierce Dragonvein Bone
    • 3 Vivid Crimsonbone
  • 2nd Defense Augment
    • 9 Hydrated Sac
    • 3 Fierce Dragonvein Bone
    • 5 Coral Crimsonbone
  • 3rd Defense Augment
    • 7 Tempered Icehide
    • 3 Heavy Dragonvein Bone
    • 3 Vivid Crimsonbone
  • 4th Defense Augment
    • 7 Tempered Ebonshell
    • 5 Heavy Jaw
    • 3 Dragonscorched Wildbone

(Decoration) Slot’s Limits & Costs

  • 1st Slot Augment
    • 7 Blackcurl Temperhorn
    • 5 Aurora Crownhorn
    • 3 Dragonvein Solidbone
    • 1 Guiding Wasteland Dragonbone

Health’s Limits & Costs

Mhw Dmg When Full Hp Printer

  • 1st Health Augment
    • 7 Tempered Trancehide
    • 5 Charged Deathly Shocker
    • 3 Elder Spiritvein Bone
    • 1 Guiding Coral Dragonbone
  • 2nd Health Augment
    • 7 Tempered Silver Scale
    • 3 Tempered Blastscale
    • 3 Elder Spiritvein Bone
    • 1 Guiding Volcanic Dragonbone

Mhw Dmg When Full Hp Pc

Element/Status Effect Up’s Limits & Costs

Mhw Dmg When Full Hp Printer

  • 1st Element/Status Effect Up Augment
    • 7 Tempered Oilshell+
    • 5 Fatal Rendclaw
    • 3 Spiritvein Slogbone
    • 3 Twilight Crystal
  • 2nd Element/Status Effect Up Augment
    • 9 Shuddering Darkjaw
    • 5 Twilight Fang
    • 3 Elder Dragonvein Bone
    • 1 Guiding Effluvial Crystal
  • 3rd Element/Status Effect Up Augment
    • 7 Tempered Gold Scale
    • 5 Glossy Ebonshell
    • 3 Spiritvein Solidbone
    • 1 Guiding Magma Crystal

If you enjoyed this MHW guide be sure to check out more in Monster Hunter World Iceborne All Layered Armor Guide and Monster Hunter World Iceborne Mantles & Boosters Upgrade Guide. You can also track all the Iceborne Pendants in our Monster Hunter World Iceborne All Pendants Guide.