Charge Blade High Rank and Endgame Builds for Monster Hunter Wilds

Last updated on Apr 09, 2025 at 14:33 by Wordup

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!

1.

Charge Blade Gear Changes in Title Update 1

Title update 1, released on April 4th brought two major new monsters to hunt in High Rank - Zoh Shia and Mizutsune - each with new armor sets and weapons available. Mizutsune unlocks at HR21, adding new gear options to the pool around the midgame, while Zoh Shia only becomes available in High Rank at level 50 at the tail end of your journey.

A quick breakdown of changes on this page as of the title update are as follows:

  • An additional set focused on HR50+ endgame has been added, with the previous Gore Magala HR40 set being rolled into the mid-game section.
  • Zoh Shia items can be found on the HR50 Endgame set, with the Helm, Legs and Weapon being recommended crafts in the standard build. Skills now focus on maxing out both Weakness Exploit and Agitator now it can be done comfortably.
  • Mizutsune Legs are used in both the mid-game and endgame sets as it provides an extremely efficient way to acquire Burst.
2.

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.

2.1.

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
2.2.

Charge Blade Mid-Game Armor Sets - HR 20-40+

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. With Gore Magala unlocked at Rank 40+, you can start optimizing even further toward a fully offensive setup.

We've separated these two stages into the tabs below depending on what gear you currently have access to:

3.

Charge Blade Mid-Game HR Sets

HR20-39 Build HR40+ Build
2.3.

Charge Blade HR20-39 Build

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 Mizutsune 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). The newly added Mizutsune legs provide extremely efficient points in Burst as well, making for a great off-piece to the set. 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.

2.3.

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 2
  • Coalescence - Level 1
  • Stamina Surge - Level 1
  • Guardian's Pulse - 3-piece
  • Fulgur Anjanath's Will - 4-piece
2.4.

Charge Blade HR 40+ Mid-game Build

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
  • Critical III
  • Magazine II
  • Critical I
Head G. Fulgur Helm β
  • Mighty
Chest Arkvulcan Mail β
  • Tenderizer
  • Counter
Gloves G. Fulgur Vambraces α
  • Physique
Waist Gore Coil β
  • Tenderizer
  • Mighty
Legs Gore Greaves β
  • Chain
  • Sane
  • Sane
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.
  • 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.
2.4.

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 2
  • Burst - Level 1
  • Counterstrike - Level 1
  • Flinch Free - Level 1
  • Gore Magala's Tyranny - 2-piece
  • Fulgur Anjanath's Will - 2-piece
3.

Charge Blade HR 50+ Endgame Armor Set

With the new additions in Title Update 1, some additional options have opened up to really tailor a build more open to Charge Blade's needs by making use of Zoh Shia crafts. This build makes use of all available options in an endgame setup, so is only accessible when you've unlocked all monsters at HR50.

Gear Decorations
Weapon Blazing Yirmiya
  • Critical III
  • Magazine II
  • Critical I
Head G. Fulgur Helm β
  • Tenderizer
  • Mighty
  • Recovery
Chest Arkvulcan Mail β
  • Tenderizer
  • Mighty
Gloves G. Arkveld Vambraces β
  • Recovery
  • Physique
  • Physique
Waist Numinous Overlay β
  • Mighty
Legs Mizutsune Greaves β
  • Chain
Talisman Challenger Charm II N/A

With full access to all armor, the fact that Zoh Shia's set provides strong, flexible pieces that provide Agitator while providing an extremely useful comfort skill for passive regen makes the 2-piece a great craft. Using two Arkveld to efficiently pick up Weakness Exploit alongside some 3-slot decorations, and then using Maximum Might to round out affinity needs brings you to a very healthy baseline amount in combat. Mizutsune Legs round out the set as an extremely efficient piece with Burst present.

Recovery Speed and Constitution are optional, though this speeds up the rate of the Zoh Shia 2-piece regen effect. The extra stamina cost reduction also helps with maintaining Maximum Might as much as possible. Your charm slot should be used on Challenger Charm II to max the skill out alongside the other armor pieces.

The newly added Zoh Shia weapon is also your best non-Artian craft as it comes with excellent raw, sharpness, some free affinity and Dragon element to boot. Decorations are fairly locked in though, with Magazine taking up the 2-slot and then both the 1-slot and 3-slot being used for Critical Boost. Some alternatives if you're still looking for these are:

  • Razor Sharp - simplest way of extending your sharpness bar, but needs 3 points to really feel it.
  • 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.
3.1.

HR 50+ Armor Set Skills and Set Bonuses

  • Weakness Exploit - Level 5
  • Agitator - Level 5
  • Critical Boost - Level 4
  • Burst - Level 3
  • Maximum Might - Level 3
  • Recovery Speed - Level 3
  • Load Shells - Level 2
  • Constitution - Level 2
  • Whiteflame Torrent - Level 1
  • Coalescence - Level 1
  • Zoh Shia's Pulse - 2-piece
  • Guardian's Protection - 2-piece
4.

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 Zoh Shia Blazing Yirmiya weapon is extremely competitive with Artian offerings, 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
5.

Changelog

  • 08 Apr. 2025: Updated for Title Update 1.
  • 17 Mar. 2025: Guide added.
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