This guide was written by Sasch, and reviewed by Juzzi.
Sasch has been privately optimizing and speedrunning since MHTri, going public with the release of Sunbreak, writing and reviewing guides for Switch Axe, crunching numbers and giving advice both behind the scenes and in Gathering Hall's Switch Axe chat.
Juzzi has been playing since Iceborne's Fatalis update, regularly speedruns, has won CGS twice and strongly dislikes Guides and advice that do not account for practicality in favour of looking stronger on paper.
As such, this guide sets out to explain the following:
Switch Axe is a weapon of extremes. On one hand, it plays nimble, dancing between monster's attacks and getting mileage out of the smallest of openings. On the other hand, it roots it's wielders in place, unflinchingly staying within a short radius,
as if their life depended on it. This duality is reflected in the playstyles, the setbuilding philosophy and all the way down to weapon design, where it has two modes available, neither of which it really wants to be in.
The skill floor for using the SwaxeSwitch Axe is above average, making it not the best choice for complete newcomers that just want to play, but a solid choice for anyone willing to learn. The raised skill floor
stems from the available defensive options, or lack thereof. Attacks are avoided by means of positioning, i.e. knowing where to stand when, Wirestep*Sunbreak Exclusive, which requires a wirebug, Elemental Burst Counter*Sunbreak Exclusive,
which requires 2 wirebugs and takes a whole second to set up, and sidehops, which have miniscule iframes in Rise and Sunbreak.
Switch Axe's skill ceiling is immensely high. Knowledge in using this weapon will translate well into other weapons.
This weapon is for you, if you:
The following is a list of the most commonly used moves:
Basic moves:
You will learn more about the combos in Section 5.
These are the Stats Switch Axe users should care about:
Fig. 3.0A - Weapon Stats
Attack: Important for all Playstyles, universal damage, usually referred to as Raw. Sunbreak does not use bloat values, so the numbers here are as-is.
Sharpness: Acts as a modifier for Raw and Elemental Damage. Sets that focus on Elemental Damage shouldn't consider anything below Purple Sharpness, while Raw sets can get away with white. Bouncing is less of a factor for Switch Axe, as Sword Mode has built-in Fencing and cannot bounce, although damage reduction will still apply.
Unlike other Weapon types, Switch Axe does not have built-in sharpness reduction modifiers, every Weapon hit consumes 1 unit of Sharpness, making it important to use skills such as Heaven-Sent or Master's Touch.
Sharpness | Raw Mod | Elemod |
---|---|---|
Purple | 1.39 | 1.25 |
White | 1.32 | 1.15 |
Blue | 1.2 | 1.0625 |
Green | 1.05 | 1 |
Yellow | 1 | 0.75 |
Orange | 0.75 | 0.5 |
Red | 0.5 | 0.25 |
Fig 3.0B - Sharpness Table |
Switch Axe revolves around two main mechanics: Amp and the Sword Gauge. Morphing into Sword, or attacking in Sword mode, as well as being in Counter Stance*Sunbreak Exclusive, consumes Sword Gauge.
Fig. 4.0A - Sword Gauge, Amp Meter
Switch Axe has two notable playstyles, one being more focused on standing your ground by using EBC*Elemental Burst Counter, Sunbreak Exclusive as much as possible and supplementing with Morph Loops, the other
being focused on Iframes from hops, rolls and Wirestep*Sunbreak Exclusive, EBC*Elemental Burst Counter, Sunbreak Exclusive, and supplemental Morph Loops.
On paper, both seem similar, but in practice they want different Sets and Weapons altogether, and handle monsters differently. Dodge-oriented sets have less synergy with Element, but work fantastic with Status/Raw, through Status Trigger, Adrenaline Rush and Bladescale Hone.
Regardless of the playstyle you want to pick, the choice of Switch Skills and utility moves remains largely the same. These are:
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Slot | Name | Name | Name | Comment |
---|---|---|---|---|
1 | Forward Slash | Forward Overhead Slash | Forward Overhead Slash is a long commitment, gap-closing move that can lead into triple sword slash. Forward Slash can be used to quickly reposition and inch closer, if needed. Realistically, you’ll always Morph Draw, making the pick preference based. |
|
2 | Finishing Discharge | Compressed Finishing Discharge | Finishing Discharge turns into Zero Sum Discharge when the weapon is amped, which has amazing utility.
It shouldn’t be relied upon for standard gameplay/main damage output, but its possibilities shouldn’t be understated, either. Don’t use it without SWB. |
|
3 | Axe: Wide Sweep | 2-Staged Morph Slash Combo | 2-Stage generates gauge and gives a good amount of amp if you complete it, allows you to always enter sword mode and is affected by RM, whereas wide sweep isn't. Neither are great for their damage, but 2-Stage helps with upkeep on, fittingly, 2 fronts, and is a very welcome addition to the moveset. |
|
4 | "In"vincible Gambit | Soaring Wyvern Blade | Wire Step | Vincible Gambit is a low damage, long commitment hyper armor move, of which we already have 2 to choose from. Slot Intrepid Heart 1. Wirestep is a good provider of iframes, using 1 Fast recovery Wirebug and is capable of dropping hellfire. Soaring wyvern is a must if you ever plan on using ZSD as it skips the recovery animation. The choice between all three is preference. |
5 | Switch Charger | Elemental Burst Counter | EBC provides:
|
Fig. 5.0A - Switch Skill Table |
Fig. 6.0A - It's actually two thing
Switch axe uses primarily two moves: Morph Loop and Elemental Burst Counter*Sunbreak Exclusive.
Morph Loop consists of Overhead Slash (Axe→Sword, ) → Double Slash ( ) → Sword: Morph Double Slash ( ).
With the Phial Switch Boost rampage decoration*Sunbreak Exclusive, this can be repeated indefinetly.
The Morph Loop
The vast majority of the time, this is the combo you will be using. Note: Clip is purposely unamped for better visibility.
It’s important to note that phial ticks not only count as full hits, but carry the same amount of element damage as normal weapon attacks, which can help with certain skills’ uptimes and conditions.
Elemental Burst Counter*Sunbreak Exclusive
The Elemental Burst Counter, referred to as EBC from now on, is the Swaxe Counter.
Upon successful Execution, it grants and refreshes Amp, while boasting stunningly high damage. These factors combined make it a very centralizing move. Despite being a counter, it is not a defensive “Oh shit” option,
as the setup takes about one full second, which, in a game as fast as Sunbreak is a long, long time. As a Beginner, you’ll mostly practice using it on roars and other easy, well-telegraphed moves, and mostly facing directly forward.
EBC - A quick guide
Elemental Burst Counter - A quick guide
The Elemental Burst Counter (EBC) is a stunningly good move. Boasting humongous damage potential, instantly amping and refreshing the amp timer, for the low cost of 2 bugs with a regeneration time of 5 seconds each. Regeneration starts upon assuming counter stance, making the actual cooldown much lower than it seems on paper.
The sheer damage it can dish out already gives it an edge over anything EBC would share its slot with (RIP switch charger), due to being a counter, it comes with Iframes to boot, if you successfully execute it. Even if you whiff, you get a slap that still deals respectable damage,
alongside Hyper Armor (and reduced damage taken).
To use it, press + to enter the Counter Stance - this animation is almost a full second in length. Your sword gauge will drain while in the stance, and you need to manually press ZR just as you are about to get hit.
This being the Swaxe counter, it naturally has some jank attached to it: EBC can whiff if you’re too close to the monster and escape the attack with the forward step or if the angle disagrees with you.
For Beginners it is recommended to try to angle directly into an attack while keeping roughly a roll’s worth of distance between you and your target. If you want to learn more, read through Section 7.0 - Advanced Player Tips.
The simplified requirements of EBC are: Pressing (slap) while anything with a hurtbox collides with both your weapon and your character.
EBC has a lot of janky interactions and possibilities, all of which range from easy to near frame-perfection to execute, with varying degrees of usefulness. Visit the 7.0 Advanced Player Tips section if you’d like to learn more, but do not feel pressured to learn the stuff there;
it’s mostly of the “interesting to know”-variety, or to flex on your friends.
The Switch Axe is a weapon with its roots in Jank. Below are some options resulting from that jank, aimed at the curious and those looking to flex.
The Barrel Bomb EBC is a pretty useful tool to have, and the Backwards EBC helps illustrate how most people misunderstand the success conditions of this move.
Barrel Bomb EBC
You can proc EBC off of barrel bombs like so:
This works due to hitlag. If you “slap” something with an adjusted Hitzone Value of 40 or higher (Sharpness Multiplier x HZV), you get quite a lot of hitlag.
If, during that hitlag a bomb explodes, it counts as incoming attack and triggers your counter. This is a handy option for Sleeping monsters or long downs and you just ran out of amp.
Backwards EBC
Despite what many guides, including this one, say, it is not required for an attack to be within a certain angle to be able to proc EBC.
7.0B - EBC Angle Misonception
Many people seem to believe that the angle pictured is required for EBC to function.
Compare the above image with the angles shown in Fig. 6.0D in the previous section, specifically:
Contrast the following clip with the rough angles outlined in 7.0A:
This, however, is a symptom but not the condition. What’s actually required is for a hurtbox to interact with both the weapon and the player character, either at once or in a specific order, depending on the exact circumstance in question.
The proof to this statement is the existence of
The Backwards EBC
The backwards EBC can be proc’d off of large, fast hurtboxes, like Diablos’ Dig and Hipcheck. It can also be used to counter his notorious Hornstab, which can otherwise not be consistently countered forward.
The aforementioned jank techs have general use-cases. The following Entries will be way less commonly applicable, but are good to keep in the back of the mind as an option (or as a flex).
Non-Exploding ZSD
If you ever found yourself in a situation where you’d like to get off just a few frames earlier after latching onto a monster, you’re in luck:
Instead of mashing X, you mash the SWB input, which skips the explosion. Note, however, that the Gauge is still consumed. The singular potential upside this has over just regularly aborting/exploding is that it's just that little bit quicker. Literal Frames.
non-exploding zsd:
Small Bomb EBC
Much like their big counterpart, small barrel bombs can also be used to proc EBC:
This specific EBC is frame perfectbut generously buffered, just mash button. , very strict on positioning and can only be executed against walls and ledges. It may or may not be subject to internal lag and camera position. In solo gameplay, this can be used in times of extreme desperation. The biggest use case however is with small bomb-happy teammates in multiplayer, e.g. LS or Strongarm GS players.
"naked" Iframes
Formerly a staple of the franchise and a relatively comfortable option in most older games, Rise dramatically reduced the amount of Iframes you get on a roll, all the way down to 4 (at 30 fps), making actually “rolling” moves a much more limited option. It’s important to note that you can still roll most roars and a lot of quick attacks, but due to how tight the timing is (usually you have 2 whole frames to choose from), it’s generally not advised to rely on it, at least without Embolden, Evade Window or some other form of increased iframes on dodge.
However, it can still be useful in a pinch, or as a raw flexing option.
Rise, Sunbreak, Swaxe. What a ride.
Starting off as raw inclined as ever, slowly but steadily elemental powercreep set in. With the addition of qurious armor crafting, the set variety became greater than ever, making building and mathing out sets a more challenging and rewarding task than ever before.
Over the course of theorycrafting and building for the meta, many connections were forged which slowly blossomed into friendships, rivalries and enemies. Many a meme was born and died unseen.
Regardless of the general opinion of Swaxe and Risebreak, the game brought many people together, and I think that’s very cool and based.
It’s sad to see the journey come to an end, but it is equally setting the stage for new beginnings and adventures.
With the popularity of Worldborne, a glaring flaw with the Franchise was highlighted yet again: the abysmal conveying of information and stats.
This led to many a frustrated hunter, due to the sheer amount of clickbaity misinformation and cryptic tables being circulated online,
with no one safe go-to place to verify and double check the newfound takes and information. In turn, this led to many gimping themselves unknowingly and subsequent frustration with the perceived unfair tankiness of endgame hunts.
Annoyed by this, many skilled players and number crunchers sat and worked together, bonding over the desire to put things right.
And that's beautiful.
I'd like to extend special Thanks to: