Charge Blade Guide
Charge Blade converts sword energy into phials, then spends them on shield state, axe attacks, and discharge. Impact and Power Element phials use different formulas, so the weapon has no single unconditional offensive priority.
Scope and Weapon Model
This article assumes final-patch Iceborne. Charge Blade's displayed Attack multiplier is 3.6, so 1080 displayed Attack represents 300 true raw. It is a heavy clutch weapon. The official manual: Hunter's Notes owns controls; this article describes energy thresholds, charged states, guard points, and phial scaling.
Sword Energy and Phials
Sword hits build hidden energy. At 30 energy the gauge becomes yellow; storing it fills three phials. At 46 it becomes red; storing it fills the normal five. Capacity Boost adds a sixth phial to a red charge. At 72 energy the sword becomes overcharged and ordinary sword attacks bounce until energy is stored, even against otherwise soft parts.
Focus raises sword-energy generation. Its value is route-specific: a smaller number of hits matters only when it crosses yellow or red before the intended charge action.
Charged Shield and Sword
Canceling an Amped discharge into Elemental Roundslash transfers all stored phials into charged shield. It lasts 30 seconds per consumed phial and:
- applies
1.10xtotal true raw to axe attacks; - strengthens the shield and its guard reactions;
- enables Super Amped Element Discharge;
- applies
1.20xraw and stun to eligible Impact phials and1.30xelement to eligible Power Element phials, excluding the SAED phial bursts specified by the final table.
With the shield charged, a properly timed Condensed Element Slash activates charged sword. Sword attacks gain deflection protection and small phial explosions. This does not replace storing energy and does not make overcharge harmless.
Guard Points and Offensive Guard
A guard point is a guard window embedded in specified morph or spinning animations. It uses shield-facing, stamina, knockback, chip, and Guard Up rules; it is not an evasion counter. Charged shield and a guard point both improve the resulting guard strength.
Small guard reactions can lead directly to an AED or SAED. Large knockback removes that response. Guard is therefore selected around reaction breakpoints, while Offensive Guard rewards a correctly timed guard with up to 1.15x attack.
Impact and Power Element Phials
| Phial | Scaling | Hitzone and critical behavior | Main skill consequence |
|---|---|---|---|
| Impact | Base true raw at full effectiveness; bonus true raw at reduced effectiveness | Ignores hitzones and sharpness; cannot crit; adds stun and exhaust | Artillery applies. Raw skills contribute, but not identically to direct hits. |
| Power Element | Weapon element with discharge-specific multipliers | Ignores sharpness and cannot crit, but uses the matching elemental hitzone | Element Attack applies. Artillery does not. |
SAED releases one burst per available phial across a spread. AED concentrates its burst near the axe hit. Part shape and elemental hitzones can therefore change the relative value even before animation time is considered.
Savage Axe
Savage Axe adds repeated 5-MV saw contacts to eligible axe attacks and drains phial state over time. Its direct axe and saw hits use hitzones, sharpness, affinity, and element, unlike the separate phial explosions. The route therefore raises the value of affinity and sharpness relative to a build whose damage share is dominated by Impact SAED phials.
Core Offensive Priority
| Priority | Skill or system | Mechanical reason |
|---|---|---|
| 1 | Capacity Boost Lv 1 | Adds a phial, extending charged-shield duration and increasing eligible discharge capacity. |
| 1 for Impact phials | Artillery Lv 3 or Lv 5 | Raises eligible Impact phial damage; Lv 5 requires Artillery Secret. |
| 1 for Power Element phials | Matching element attack to the visible cap | Directly scales elemental phial bursts against their exact hitzone. |
| 1 for direct-hit or Savage Axe damage | Weakness Exploit, affinity, Critical Boost, and sharpness support | Scale axe and sword contacts, not phial explosions. |
| 1 or 2 | Focus | Changes charge thresholds per route; not every sequence needs the same level. |
| 1 or 2 | Enough Guard plus Offensive Guard | Preserves guard-point discharge responses and adds up to 1.15x attack. |
| Conditional | Guard Up | Required only for planned guards of specified normally unblockable attacks. |
| 3 | Clutch Claw Boost Lv 1 | Heavy clutch already wounds; the skill adds slinger-ammunition drops. |
Non-elemental Boost can benefit an eligible Impact weapon's raw, including the raw input used by its phials. It cannot be active on a weapon with awakened element, and it does not turn Power Element phials into Impact phials.
Defensive and Utility Priority
| Priority | Skill or system | Charge Blade interaction |
|---|---|---|
| 1 | Health Boost Lv 3 and upgraded armor | Covers chip, failed guard-point timing, and committed axe attacks. |
| 2 | Stun Resistance or matchup resistance | Prevents accumulated effects from defeating the next guard plan. |
| 2 | Power Prolonger | Extends charged shield, charged sword, and Savage Axe state; value depends on rebuild cost. |
| 3 | Evade Extender | Changes side-hop and axe-mode roll spacing. |
Settings and Mechanical Details
- Charged shield duration is paid by consumed phials; storing more phials after charging does not retroactively extend it.
- Impact stun requires the phial explosion to reach the head even though its direct damage ignores hitzones.
- Overcharged sword attacks bounce by weapon-state rule; Mind's Eye/Ballistics does not repair the energy economy.
- AED, SAED, and Savage Axe are different spenders. Comparing them requires phial type, hitzones, available phials, opening length, and state-rebuild time.