Great Sword Guide: Charged Slash Timing That Lands
Great Sword rewards patience over speed. How to aim True Charged Slash with Focus Mode, use tackle to eat hits, and read the openings worth charging for.
The charge ladder
Three levels of Charged Slash exist, and a full charge at the top level is roughly twice the level-one payout. The practical rule is that you only commit to a top charge when the monster is already locked into something long — a roar, a turn, a ground slam, a topple. Everything else gets a level-one or level-two charge, or a quickdraw attack into a roll. Focus Mode changes the bet in a real way. While aiming, your charge attacks track the camera direction instead of your character’s facing, so you can start a True Charged Slash early and adjust the arc as the monster shifts. This is the single biggest quality-of-life change the weapon got in Wilds, and most players underuse it.
Tackle is not optional
The tackle lets you absorb a hit mid-charge instead of being knocked out of it. It costs a slice of health and a bit of sharpness, and in exchange you keep your charge level. High-level Great Sword play is mostly tackle decisions: eat the tail swipe, keep the charge, land the hit. If you are cancelling charges by rolling away from every attack, you are playing a much weaker version of the weapon.
Offset and Power Clash
The Great Sword is one of only six weapons with an Offset Attack, and also one of the six that can trigger a Power Clash off a Perfect Guard. Both are timing mechanics rather than damage mechanics — a successful offset staggers the monster and gives you a free window, while a power clash is a mash prompt that ends with the monster reeling. Treat both as bonus openings, not as your damage plan.
Skills worth building toward
Focus shortens charge time, which is close to a direct damage stat for this weapon. Critical Draw supports the draw-attack playstyle. Quick Sheathe matters more than new players expect, because a Great Sword that cannot put itself away fast enough loses every repositioning race. Slugger does nothing for you here — the Great Sword is a Sever weapon and only some of its moves carry Blunt.
The mistakes that cost hunts
Charging at nothing is the classic error: a whiffed True Charged Slash costs more time than three safe level-one hits. Standing in the monster’s face because the weapon “feels heavy” gets you hit for no reason; the Great Sword wants a half-step of distance and a clean angle. And ignoring the head because the tail is easier to reach gives up the part damage that actually ends hunts faster.
Quick links
Start with the weapon type overview if you are still choosing a main, read Focus Mode and wounds for the aiming and wound system, and check weakness hitzones before you commit to a body part.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Monster Hunter Wilds on Steam — patch notes, current season, and authoritative game data.