
Switch Axe Mechanics and Changes: Iceborne vs. Wilds
Ву easternkingfisher.
General details on Switch Axe mechanics and changes between Iceborne and Wilds. Please note that the Switch Axe in Wilds is definitively a sequel to Iceborne’s mechanics and not Sunbreak’s. We’re almost definitely not getting back Rapid Morph loops (and possibly Rapid Morph at all), and we’re looking at a potentially much more raw-focussed weapon.
Methodology
I acquired every damage value possible from the “training barrel” by the first subcamp you spawn next to, at both Green and Yellow Sharpness (and where appropriate, Orange and Red also). Given the known hitzones of the barrel of 80 slash, I was able to manually calculate all the relevant motion values, which were then backed-up by the datamined motion values.
Using this I was also able to determine the modifiers for both the Heavy Slam and Power Phial buffs. Attacks which were not able to be determined via barrel attacking were instead calculated based on monster combat.
Datamine sheet by dtlnor available here.
Results
Moveset and motion values have been either based heavily on or taken directly from Iceborne, to the point that the datamine may contain some removed attacks from the Iceborne moveset (such as Axe: Rising Slash).
Passive Sword Gauge gain in combat has been removed, meaning that once you start fighting, you can only regain Sword Gauge by attack in Axe.
Phial types are the same as in Iceborne: Power, Element, Poison, Paralysis, Dragon and Exhaust, however I only have details related to Power Phials.
Switch Axes appear to no longer have a “sweet spot” where they get bonus raw damage when hitting with specific parts of the weapon.
Power Phials appear to have a 1.17x multiplier to raw damage in all Sword Mode attacks, the same value as Iceborne.
Phial Bursts work the same way as Iceborne, ie they are only while in Sword mode, likely pushing Switch Axe more towards raw damage.
Heavy Slam’s Power Axe buff has a new effect which applies a 1.1x multiplier to raw damage in all Axe Mode attacks – this can be activated by the normal Heavy Slam combo, as well as the Offset and Focus Assault variants. Realistically there’s no way to determine whether the partbreaker effect is still there.
Update: This might actually only be a +10 raw damage buff instead. I thought this was possible, but it seemed unlikely that they would make such a small buff when they’re trying to encourage players to use more individual mode attacks. I need to do more testing to be sure.
Power Phials can be amped with a single loop of B > B > Y > B (Double Slash > Heavenward Flurry > Overhead Slash > Double Slash), meaning they very likely have an amp gauge length of 100, like Iceborne.
More information can be found at CoffeeGamer.com
Motion Value Comparison Table
In addition to the details in the table below, amped sword attacks also no longer receive a small 1 – 2 MV buff as they did in Iceborne.
This is not an exhaustive list of all motion values, only the most notable and knowable ones.
Attack Name | Wilds MV | Iceborne MV | Notes |
Axe: Overhead Slash | 45 | 45 | |
Axe: Side SlashSword: Morph Slash | 23 | 23 | |
Axe: Rising Slash | Removed | 31 | |
Axe: Spiral Burst Slash I | 20 | N/A | |
Axe: Spiral Burst Slash II | 35 | N/A | |
Axe: Forward Slash | 20 | 19 | |
Axe: Forward Overhead Slash | 45 | N/A | |
Axe: Wild Swing I | 23 | 23 | In Wilds, no longer receives a 1.3✕ raw multiplier after two swings. |
Axe: Wild Swing II | 21 | 21 | In Wilds, no longer receives a 1.3✕ raw multiplier after two swings. |
Axe: Heavy Slam I | 15 | 15 | |
Axe: Heavy Slam II | 72 | 72 | Applies the 1.1✕ raw Power Axe buff |
Axe: Offset Rising Slash | 50 | N/A | |
Axe: Follow-up Heavy Slam I | 15 | N/A | |
Axe: Follow-up Heavy Slam II | 45 | N/A | Applies the 1.1✕ raw Power Axe buff |
Axe: Follow-up Morph Slash | 120 | N/A | |
Axe: Fade Slash | 34 | 34 | |
Axe: Morph Sweep I | 20 | 20 | |
Axe: Morph Sweep II | 70 | 70 | |
Axe: Morph Sweep III | 35 | 35 | |
Axe: Morph Rising Double Slash I | 21 | N/A | |
Axe: Morph Rising Double Slash II | 18 | N/A | |
Sword: Overhead SlashAxe: Morph Slash | 29 | 29 | |
Sword: Right Rising Slash | 31 | 21 | |
Sword: Left Rising Slash | 28 | 18 | |
Sword: Triple Slash I | 15 | 15 | |
Sword: Double Slash ISword: Triple Slash II | 22 | 22 | |
Sword: Double Slash IISword: Triple Slash III | 26 | 26 | |
Sword: Heavenward Flurry I | 24 | 24 | |
Sword: Heavenward Flurry II | 36 | 35 | |
Sword: Unbridled Slash | 60 | N/A | |
Sword: Full Release Slash I | 45 | N/A | |
Sword: Full Release Slash II | 70 | N/A | |
Sword: Counter Rising Slash I | 28 | N/A | |
Sword: Counter Rising Slash II | 35 | N/A | |
Sword: Downward Fade Slash | 45 | 45 | |
Element Discharge (thrust) | 10 | 10 | |
Element Discharge (ticks) | 8 | 8 | Applies a 0.7✕ element and status modifier. |
Finishing Discharge | 60 | ~62 | In Iceborne rather than a distinct motion value, ending a Discharge early instead applied a 0.7✕ raw multiplier to the equivalent Finisher attack.Always calculated without Sharpness – in Iceborne was calculated as if Green. |
Element Discharge Finisher | 135 | ~89 – ~107(85) | In Iceborne Element Discharge Finisher applied a 1.2✕ multiplier if used while amped.Always calculated without Sharpness – in Iceborne was calculated as if Green. |
Zero Sum Discharge (thrust) | Removed | 18 | See equivalent Element Discharge attack |
Zero Sum Discharge (ticks) | Removed | 13 | See equivalent Element Discharge attack |
Zero Sum Discharge Finisher (early) | 65 | ~62 | In Iceborne rather than a distinct motion value, ending a Discharge early instead applied a 0.7✕ raw multiplier to the equivalent Finisher attack.Always calculated without Sharpness – in Iceborne was calculated as if Green. |
Zero Sum Discharge Finisher | 160 | ~125(85) | In Iceborne Zero Sum Discharge Finisher applied a 1.4✕ raw multiplier, giving it an effective motion value of 119.Always calculated without Sharpness – in Iceborne was calculated as if Green. |
Phial Burst | 9 | 9 | Always calculated without Sharpness. |
Unbridled Slash Phial BurstFull Release Slash I Phial Burst | 10 | N/A | Always calculated without Sharpness. |
Full Release Slash II Phial Burst | 20 | N/A | Always calculated without Sharpness. |
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