Charge Blade High Rank and Endgame Builds for Monster Hunter Wilds
Learn everything about the best Charge Blade builds for High Rank as well as endgame builds for Charge Blade in Monster Hunter Wilds including the best skills to focus on as well as the best weapons, best armor all to help you progress through High Rank.
Welcome to our Monster Hunter Wilds build guide for the Charge Blade in both High Rank as well as endgame. Listed below you will find the best builds for the Charge Blade both for progressing through the earlier stages of High Rank as well as the best builds for Charge Blade at endgame.
To skip straight to the endgame builds, click the button below!
Charge Blade HR 10 Armor Set
As you move into High Rank, it's time to start shifting builds toward more tailored skills for the Charge Blade. In particular, Load Shells II from weapons becomes premium as it allows you to fully enhance your phials from one single charge. To go with that, as much offense is picked up as efficiently as possible while maintaining some comfort.
As your access to decorations will still be quite limited, while appealing it's not worth the time to go out of your way to farm them. It is better to just slot any you have access to that provide some extra comfort, as much of the set has limited access to high value slots.
Gear | Decorations | |
---|---|---|
Weapon | Bone Strongarm IV | N/A |
Head | G. Arkveld Helm | N/A |
Chest | G. Arkveld Mail | N/A |
Gloves | G. Rathalos Vambraces | N/A |
Waist | G. Ebony Coil | N/A |
Legs | G. Rathalos Greaves | N/A |
Talisman | Leaping Charm II | N/A |
This set provides a great springboard to get through the early parts of high rank and start unlocking more monsters. While Bone Strongarm isn't a very flashy craft, it coming with Load Shells II means you'll probably be using it long term as you progress higher. That means prioritizing hunts early on that drop the bone parts needed to craft it as well.
When it comes to the set, as lots of the early high rank armor is somewhat lacking in high value skills, sticking to the Guardian Rathalos set for Weakness Exploit and the Arkveld 2-piece for some extra healing goes a long way. Grabbing one piece of the Guardian Ebony Odogaron set for the efficiency of Burst rounds out the offensive power of the set. Your Talisman is up to personal preference, with the comfort from Evade Extender being a general catch-all pick.
HR 10 Armor Set Skills and Set Bonuses
- Load Shells - Level 2
- Flayer - Level 2
- Weakness Exploit - Level 2
- Evade Extender - Level 2
- Burst - Level 1
- Attack Boost - Level 1
- Blight Resistance - Level 1
- Bleeding Resistance - Level 1
- Guardian's Pulse - 3-piece
- Rathalos's Flare - 2-piece
- Guardian Arkveld's Vitality - 2-piece
Charge Blade HR 20-39 Armor Set
As you move deeper into High Rank and unlock monster armor sets with access to stronger skills, you can start cutting out some of the older pieces and form something closer to an endgame build. Weapon choice still centers around making sure to access Load Shells II until decorations are more freely available, but armor now adds in offensive benefits.
Gear | Decorations | |
---|---|---|
Weapon | Hard Bone Strongarm | N/A |
Head | G. Fulgur Helm β | N/A |
Chest | G. Fulgur Mail α | N/A |
Gloves | G. Fulgur Vambraces α | Sheath |
Waist | G. Fulgur Coil α | N/A |
Legs | Conga Greaves β | N/A |
Talisman | Leaping Charm III | N/A |
This set uses a Maximum Might to provide very efficient Affinity while having the Guardian Fulgur Anjanath set to provide significantly more stamina to work with. It also picks up Agitator for the additional damage during monster enrages (which they spend most of their time being) while using the Congalala legs to maintain the very efficient single point of Burst. The weapon choice remains in the Bone tree, using Hard Bone Strongarm to keep access to Load Shells II for much more efficient phial charging.
Your charm is mostly up to preference, with either Leaping Charm III for the extra mobility provided by Evade Extender, or Blessing Charm III for the extra defense with Divine Blessing. Your priority hunts after unlocking them is centered firmly on Guardian Fulgur Anjanath as it creates most of the set, while your weapon can be crafted with bones gathered from piles or residual rewards from most hunts.
This set should bring you toward the end of your High Rank journey, unlocking the strongest sets available at 35+ and allowing you to transition into the endgame.
HR 20-39 Armor Set Skills and Set Bonuses
- Agitator - Level 3
- Maximum Might - Level 3
- Evade Extender - Level 3
- Load Shells - Level 2
- Attack Boost - Level 2
- Burst - Level 1
- Coalescence - Level 1
- Stamina Surge - Level 1
- Guardian's Pulse - 3-piece
- Fulgur Anjanath's Will - 4-piece
Charge Blade HR 40+ Endgame Armor Set
After unlocking Gore Magala and High Rank Arkveld you can start gathering Hunter Symbol III, opening up crafts to move toward a much more focused offensive setup. By now you should have started gathering some high end decorations as well, which will be needed to round out some of the strong offensive skills to push the build further.
Gear | Decorations | |
---|---|---|
Weapon | Leidenskraft |
|
Head | G. Fulgur Helm β |
|
Chest | Arkvulcan Mail β |
|
Gloves | G. Fulgur Vambraces α |
|
Waist | Gore Coil β |
|
Legs | Gore Greaves β |
|
Talisman | Exploiter Charm II | N/A |
There are a lot of options to optimize Charge Blade builds depending on how much comfort you're willing to sacrifice. This set aims to maintain a balance by using the Gore Magala set with Sane to do a lot of the heavy lifting maximizing Affinity, while also using Weakness Exploit and Maximum Might to round out the set. The Guardian Fulgur Anjanath 2-piece is still kept to make it easier to manage stamina around this, and Agitator gives a big payoff to staying on the offensive when monsters are enraged.
Both the Physique and Counterattack decorations are optional, and you can switch these out for whichever you prefer. Tenderizer, Chain and Magazine decorations however are not - these set up and complete key skills as efficiently as possible and should be slotted in to fulfil these skills.
The Gore Magala weapon is also your best monster-related craft, giving a high amount of raw, white sharpness and affinity. It also comes with Dragon element which is a more universal counter. As decorations are a bit harder to come by, some options in place of what's suggested if you don't have access to Critical Boost are:
- Attack - really needs you to reach 4-5 points to get the full value out of it, but is a solid offensive alternative.
- Razor Sharp - simplest way of extending your sharpness bar, but needs 3 points to really feel it.
- Rapid Morph - there are still some morph swings for Charge Blade that can be amplified by this and it does ease up the time needed to set up some combos, so can be a good comfort alternative.
- Guardian - can give solid payoff to well timed guards, but compared to other key weapon skills is slightly less efficient.
- Ironwall - this can give a lot of extra defensive power if you're struggling to deal with certain attacks, but by this point in the game offense to keep monsters locked down should be your goal rather than just survival.
HR 40+ Armor Set Skills and Set Bonuses
- Weakness Exploit - Level 5
- Critical Boost - Level 4
- Critical Element - Level 3
- Maximum Might - Level 3
- Agitator - Level 3
- Constitution - Level 3
- Antivirus - Level 3
- Load Shells - Level 3
- Burst - Level 1
- Counterstrike - Level 1
- Flinch Free - Level 1
- Gore Magala's Tyranny - 2-piece
- Fulgur Anjanath's Will - 2-piece
Artian Weapons for the Charge Blade
Artian Weapons are the strongest option available deep into the endgame for the Charge Blade, and are worth the investment if you're willing to grind out the ideal rolls. While the Gore Magala Leidenskraft weapon will last for a long time and is comparable, to truly complete your set a strong Chrono Gear is the ultimate goal.
While element attribute counters are good against specific monsters, leaning toward a status effect raw Charge Blade is a more universal setup we recommend. You have a choice between Blast or Paralysis here, with Paralysis being the go to for the extra CC windows it provides. Aim to use Attack base parts in all slots to craft the weapon, then ideally you want to look for the following reinforcements:
- Attack Boost +5
- Attack Boost +5
- Attack Boost +5
- Attack Boost +5 / Sharpness Boost + 30
- Sharpness Boost +30
These can shift around some depending on which base parts you used, and it's not the end of the world if you end up with a mix. Two Sharpness vs. 4 Attack is mostly down to preference in how slim you want your white sharpness bar to be.
For the 3 decoration slots an ideal setup includes the following three, but until you have solid mixed decorations you may have to pick and choose how to fill out the weapon:
- Critical III
- Magazine/Attack
- Guardian/Handicraft
Changelog
- 17 Mar. 2025: Guide added.
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This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities. He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding in Echoes. You can also follow him on Twitter.
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