While Bleeding is not a new Status Effect to the Monster Hunter series, in the updated Monster Hunter universe, Bleeding can now be inflicted as a Special Attack Attribute on a Monster. As with the Bleeding effect on a Hunter, Bleeding Monsters take more damage every time they move or use an attack. This can be offset by the Monster staying relatively immobile, thereby minimizing the amount of damage taken, or by the Monster resting (e.g. Sleep). Compared to Hunters, Monsters recover from Bleeding at a relatively faster pace, and do not take damage when not on the battlefield (i.e. Burrowed).
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| - Bleeding (Weapon Mechanics)
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| - While Bleeding is not a new Status Effect to the Monster Hunter series, in the updated Monster Hunter universe, Bleeding can now be inflicted as a Special Attack Attribute on a Monster. As with the Bleeding effect on a Hunter, Bleeding Monsters take more damage every time they move or use an attack. This can be offset by the Monster staying relatively immobile, thereby minimizing the amount of damage taken, or by the Monster resting (e.g. Sleep). Compared to Hunters, Monsters recover from Bleeding at a relatively faster pace, and do not take damage when not on the battlefield (i.e. Burrowed).
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| abstract
| - While Bleeding is not a new Status Effect to the Monster Hunter series, in the updated Monster Hunter universe, Bleeding can now be inflicted as a Special Attack Attribute on a Monster. As with the Bleeding effect on a Hunter, Bleeding Monsters take more damage every time they move or use an attack. This can be offset by the Monster staying relatively immobile, thereby minimizing the amount of damage taken, or by the Monster resting (e.g. Sleep). Compared to Hunters, Monsters recover from Bleeding at a relatively faster pace, and do not take damage when not on the battlefield (i.e. Burrowed). Bleeding also differs from other Status Effects in that the Tolerance levels built up vary based on the Hitzone of the Monster. This will be explained in the Mechanics section below.
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