MH Wilds EFR & Damage Calculator
Enter your weapon, motion value, target and build stats to estimate effective raw and per-hit damage.
Approximate model for comparison only: it uses the public EFR formula and does not model monster rage states, hit-count scaling, or version-specific skill text.
How MH Wilds damage is calculated
Monster Hunter Wilds damage comes from two independent channels — physical and elemental. Understanding both is what separates a set that looks strong from one that actually is.
1. Effective Raw (EFR)
EFR = Raw × (1 + Affinity × (CritModifier − 1)) × Sharpness
Affinity is a percentage (30 means 30%). Base critical damage is 1.25×, raised by Critical Boost. Sharpness multiplies everything downstream.
2. Damage per hit
Physical = (MV ÷ 100) × (Hitzone ÷ 100) × EFR × (1 + AttackUp%)
Elemental = Element × (ElementHitzone ÷ 100) × 0.1 × (1 + ElementUp%)
MV is the move's motion value; hitzone is the monster part's resistance for your damage type. Both are percentages of the base value.
Worked example
A 220 raw weapon at 30% affinity and white sharpness hitting a 60 hitzone with a 180 motion value: EFR = 312.2, for 337 physical damage per hit.
Sharpness multipliers
| Sharpness | Raw multiplier | EFR at 220 raw / 30% affinity |
|---|---|---|
| red | 0.5× | 118.3 |
| orange | 0.75× | 177.4 |
| yellow | 1× | 236.5 |
| green | 1.05× | 248.3 |
| blue | 1.2× | 283.8 |
| white | 1.32× | 312.2 |
| purple | 1.39× | 328.7 |
Dropping from white to blue costs more raw than three extra points of Attack Boost usually give back — which is why sharpness management outranks raw stacking on most melee sets.
Skill contributions used by this model
| Skill | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Attack Boost | +3 | +6 | +9 | +12 | +15 |
| Critical Eye | +4% | +8% | +12% | +16% | +20% |
| Weakness Exploit (on weak points) | +5% | +10% | +15% | +20% | +25% |
| Critical Boost | 1.28× | 1.31× | 1.34× | 1.37× | 1.4× |
These are approximation constants for comparison, not datamined values. Balance patches change them, so always confirm the current effect text in game.
Pre-calculated damage matrix: every weapon vs. six common targets
Each cell is the physical damage of that weapon's highest motion value move against the target's softest hitzone, assuming 220 raw, 30% affinity, white sharpness and no element. Use it to see which weapon actually converts a good hitzone into damage.
| Weapon | Move (MV) | Chatacabra | Rey Dau | Gore Magala | Arkveld | Rathalos | Uth Duna |
|---|---|---|---|---|---|---|---|
| Great Sword | True Charged Slash (Lv3) (78) | 146Head | 134Head | 146Head | 134Head | 134Head | 134Head |
| Long Sword | Spirit Roundslash (white/yellow/red) (1.02) | 2Head | 2Head | 2Head | 2Head | 2Head | 2Head |
| Charge Blade | Element Boost Phial effect (40) | 75Head | 69Head | 75Head | 69Head | 69Head | 69Head |
| Lance | Charged Guard (red) (1.7) | 3Head | 3Head | 3Head | 3Head | 3Head | 3Head |
Damage type per weapon is resolved automatically: Hammer and Hunting Horn use blunt (impact), Bow and Bowguns use shot (ammo/arrows), everything else uses slash (cutting).
EFR Calculator FAQ
- What is EFR in Monster Hunter?
- EFR (Effective Raw) folds your weapon’s raw attack, affinity and sharpness into a single number: EFR = Raw × (1 + Affinity × (CritModifier − 1)) × Sharpness. It is the fairest way to compare two sets that trade critical hits against raw attack.
- How do I calculate damage per hit in MH Wilds?
- Physical damage = (Motion Value ÷ 100) × (Hitzone ÷ 100) × EFR × (1 + AttackUp%). Elemental damage = Element × (Element Hitzone ÷ 100) × 0.1 × (1 + ElementUp%). Add both for the per-hit total.
- What counts as a good EFR?
- There is no universal target because every weapon has a different base raw. Compare candidate sets against each other with identical sharpness and raw assumptions — a set with higher EFR will out-damage another on every hit that uses the same motion value.
- Should I build element or raw?
- Element scales with the target’s element hitzone and is unaffected by affinity and sharpness, while raw scales with both. Element wins on monsters with high element hitzones on the part you can reliably reach; raw wins everywhere else.