Great Sword Guide

Great Sword converts long openings into a small number of high-motion-value severing hits. Its defensive tools are a sharpness-consuming guard and Tackle, which absorbs knockback without making the hunter invulnerable.

Scope and Weapon Model

This article assumes Monster Hunter World: Iceborne under the final balance rules. Great Sword's displayed Attack multiplier is 4.8, so displayed Attack 1440 represents 300 true raw. The official manual: Hunter's Notes identifies the in-game control reference; this article covers charge behavior, routes, modifiers, and build effects.

Charge Levels and Overcharge

Charged Slash, Strong Charged Slash, and True Charged Slash each advance through Lv 1, Lv 2, and Lv 3. Releasing at Lv 3 gives the intended maximum. Holding past that window produces an overcharged attack with lower values rather than a fourth upgrade.

Charge Levels and Overcharge
AttackLv 1 raw MVLv 2 raw MVLv 3 raw MVOvercharged raw MV
Charged Slash Lv1 family487711077
Strong Charged Slash Lv1 family8211113190
True Charged Slash, second hit120175211182

Charge levels also change element multipliers. For example, Lv 3 Charged Slash uses 1.5x element, Lv 3 Strong Charged Slash uses 1.7x, and the second hit of Lv 3 True Charged Slash uses 1.7x.

True Charged Slash and Power

True Charged Slash has a small first hit followed by the main hit. At Lv 3 those hits have 22 and 211 raw MV. If the first hit connects with a valid monster part, the second hit becomes the Power version: its Lv 3 raw MV becomes 264 and its part-damage modifier rises to 1.3x. Missing the first hit still permits the second, but loses that conversion.

The normal ground route passes through Charged Slash and Strong Charged Slash. Two important shortcuts preserve the destination while changing the time and position required:

Tackle, Guard, and Recovery

Tackle has hyper armor, reduces the damage taken, deals blunt damage, and preserves progression through the charged-slash sequence. It does not nullify damage, status, stun buildup, pins, or a second hitbox. Its raw MV is 26, 35, or 48 according to the inherited charge stage, and it applies no weapon element or status.

Guarding is available from neutral but consumes sharpness when an attack is blocked. Guard strength can be improved by skills, yet the sharpness cost and loss of charge progression make it a distinct emergency defense rather than the same system as Tackle. Rolling after a swing shortens some recovery and opens the roll-to-tackle route.

Core Offensive Priority

This priority assumes a general raw set aimed at wounded sever hitzones with useful enrage uptime.

Core Offensive Priority
PrioritySkill or systemMechanical reason
1Focus Lv 3Shortens charged-slash charge time and changes which openings can reach Lv 3.
1 when eligibleNon-elemental Boost Lv 1Multiplies base raw by 1.05x when no element is active.
1Weakness Exploit Lv 3 and affinity to 100%Concentrates critical damage on the parts used for the main hit.
1Critical Boost Lv 3Raises positive critical raw damage to 1.40x; especially valuable on large individual hits.
1Required sharpness supportPreserves white or purple damage and the sharpness consumed by accidental guards.
2AgitatorAdds raw and affinity during enrage, which Iceborne clutch actions can help control.
2Clutch Claw Boost Lv 1Great Sword already wounds in one attack; the skill instead adds slinger-ammunition drops for burst routes.

Frostcraft, Critical Draw, and Punishing Draw support a draw-focused damage model. They do not multiply every stage of a general True Charged Slash set. Airborne applies to eligible jumping attacks, not ordinary ground charged slashes.

Defensive and Utility Priority

Defensive and Utility Priority
PrioritySkill or systemGreat Sword interaction
1Health Boost Lv 3 and upgraded armorIncrease the damage that can be survived, including damage taken through Tackle.
2Stun Resistance Lv 3Prevents accumulated stun from converting absorbed hits into a later loss of control.
2Divine BlessingCan reduce damage taken during a committed charge or Tackle.
3Quick SheathShortens the weapon's long ordinary sheathe; it does not shorten charge animations.
3Evade ExtenderChanges roll-to-tackle positioning and can move the next charged attack farther than intended.
ConditionalGuard and Guard UpReduce guard reactions or permit specified normally unblockable attacks; neither affects Tackle.

Settings and Mechanical Details