Sword and Shield Guide

Sword and Shield always has an answer. At close range, whether the monster is about to attack and how long it will stay still shape every short opening. The read determines whether you keep cutting, meet the attack with a counter, step through it, or commit to Perfect Rush. The answer may be sword hits for element, shield hits for stun, or an item used without first putting the weapon away.

The sword deals severing and elemental damage. The shield deals blunt damage, builds stun, has no element, and does not consume sharpness. Use the small shield to stun monsters and as an emergency guard. With Sword and Shield, you can also use items without sheathing.

This guide covers Sunbreak's final balance. For complete button inputs and recommended combos, use Weapon Controls in the in-game Hunter's Notes; the official manual explains where to find it. Combat Mechanics explains why the same swing can deal different amounts of damage. Every move is listed in Motion Values.

If this weapon is new to you, try it in the Training Area first. Use the in-game Hunter's Notes to practice its basic attacks; this guide explains how to connect them into a hunt.

Perfect Rush

Backstep uses invulnerability to move you out of danger, and extends that duration. From Backstep, you can leap, advance, or begin Perfect Rush. You can also use Backstep after a roll. Aim the first leap of Perfect Rush by holding a direction; without one, the leap travels its default distance.

Perfect Rush has timed inputs, and missing their timing lowers the route's damage. Its final hit requires the monster to remain in front of you. Do not start Perfect Rush during a brief flinch if the monster will move away before the combo ends. If you cannot finish the last hit, Spinning Reaper ends the combo early and prevents the launch from carrying you into an attack.

Drill Slash is the standing, multi-hit sword route. After a Shield Attack, use Thrust → Drill Slash. Elemental builds favor these sword hits over shield attacks. Use Spinning Reaper to end this route or to leave Perfect Rush before its final hit misses.

Shield and items

Hard Bash deals blunt damage, builds stun, applies no element, and consumes no sharpness. Use it on the head when you want a knockout, and use the sword when you want elemental damage. It shares a slot with Drill Slash, so one scroll cannot equip both.

Items can be used while drawn. This only gives you faster access to items; it does not make potions stronger. With , compatible items also affect nearby allies. Use Item does not protect you from attacks, so choose the opening just as you would if the weapon were sheathed.

extends the invulnerability of Backstep, but does not turn the move into a guard. requires a real guard instead.

Metsu Shoryugeki, Shield Bash, and oil

Metsu Shoryugeki consumes two Wirebugs, which recover at medium speed, and begins with a brief guard. Time that guard to meet a monster's attack or roar so the shield uppercut hits harder. Without a successful guard, the move still performs its jumping attack. After the uppercut, use Falling Bash on the head for blunt damage or Plunging Thrust for severing damage.

A successful Metsu Shoryugeki is a timed guard, so it can activate . A Backstep cannot activate that skill. The Attack bonus applies to your following sword and shield hits.

Do not use Metsu Shoryugeki if you need Wirefall, because the move consumes both default Wirebugs. Lv 3 increases passive Wirebug recovery while you are on the ground.

Shield Bash is a Wirebug dash with the shield raised. It consumes one Wirebug, and you can continue attacking if it connects. Time it to meet an incoming attack and it will parry the hit. Use that parry when you need to close distance through an attack rather than around it.

Windmill is a Silkbind spin. Incoming attacks can be negated while the weapon spins. It consumes two Wirebugs, which recover quickly. Compare that cost with the two Wirebugs consumed by Metsu Shoryugeki and the one consumed by Shield Bash. Keep one Wirebug for Wirefall when you may need to recover from a hit.

Destroyer Oil consumes one Wirebug and restores some sharpness. While the oil is active, the monster flinches more easily, creating openings. It shares a slot with Metsu Shoryugeki and Windmill, so one scroll cannot equip all three. Choose Destroyer Oil when its flinches and sharpness restoration matter more to your plan than the counter or Windmill's protection. Falling Shadow is the leaping Silkbind and leads into Scaling Slash. Twin Blade Combo and Sword/Shield Combo share the combo slot; this guide's starting setup chooses Twin Blade Combo.

Switch Skills

Each of your two scrolls holds one choice for every slot. For a counter-focused start, equip Metsu Shoryugeki, Shield Bash, Hard Bash, and Twin Blade Combo.

Switch Skills
SlotStarting choiceOther choices
SilkbindMetsu ShoryugekiWindmill or Destroyer Oil
CloseShield BashFalling Shadow
ShieldHard BashDrill Slash
ComboTwin Blade ComboSword/Shield Combo

Switch Skill Swap lets the second scroll carry Destroyer Oil or Windmill, then lets you switch back to Metsu Shoryugeki. This is an active swap-based playstyle. It is not a passive setup that you remain in while waiting for an opening.

Fight loop

Stay close and keep cutting while you look for an attack to counter with Metsu Shoryugeki. A successful Metsu Shoryugeki launches the shield uppercut; follow it with Falling Bash on the head. If Metsu Shoryugeki is spent, or the attack is not suitable for that counter, meet it with Shield Bash or evade with Backstep. Attack the head with Hard Bash when you want stun without consuming sharpness. For elemental damage, use Drill Slash and finish with Spinning Reaper. Save Perfect Rush for a real opening, time its inputs, and aim the final hit at a part that will remain in front of you. Use items without sheathing when you need them.

At the start of a hunt, identify the part your route can reach and check your Wirebugs before committing. For example, Great Izuchi's head has a sever hitzone of 80, so it is a strong sword target. If both Wirebugs are available, you can meet the first roar or attack with Metsu Shoryugeki. Otherwise, close the distance with Shield Bash.

When the monster is down, use a timed Perfect Rush and aim its final hit at a part that will remain in place. Resume with shorter sword or shield attacks when the monster begins to move.

To evade a hit, use Backstep's invulnerability or roll; neither is a guard. To meet the attack instead, time Shield Bash or use Metsu Shoryugeki if both Wirebugs are free. Raise the small shield only for an emergency block. Use Wirefall to recover after a hit, and do not spend both Wirebugs on Metsu Shoryugeki when you need that recovery option.

Skills

Skills should reinforce the actions you actually use. A hunter who lands Metsu Shoryugeki guards can use , while a hunter who favors sword loops gets more from element and sharpness support. Before adding damage to a set that cannot survive the hunt, eat, upgrade its armor with Armor Sphere, and collect Spiribirds up to the equipped Petalace. Getting Started explains meals, Spiribirds, and the item pouch. Combat Mechanics explains Defense, the 20-point resistance threshold, and . When using , target a sever hitzone of 45 or higher so the skill can activate.

Build priorities

Start with the skills that match your damage route rather than treating every row as mandatory.

Build priorities
OffensiveWhy
Lv 3Use it when you can time the opening guard of Metsu Shoryugeki reliably. A perfectly timed guard grants 15% Attack while the skill is active.
Lv 3Adds 50% affinity on a physical hitzone of 45 or higher — the part the sword is already targeting.
and raises affinity; raises the damage of critical hits. Count weapon affinity and conditional affinity before adding more, because affinity cannot exceed 100%.
Raises Attack and affinity while the monster is enraged.
Sharpness supportSword loops consume sharpness, but shield hits do not. Choose support that fits the weapon's gauge and your sharpening plan.

These defensive options solve different failures; add the ones the hunt exposes.

Build priorities
Defensive optionWhy
Eat every huntRaises maximum health and stamina for the quest; Dango adds its own skills.
SpiribirdsRaise quest health up to the limit of the equipped Petalace.
Armor SphereRaises Defense at the smithy. Upgrade armor you expect to keep when hits start to hurt.
20 matching resistanceReaching 20 resistance prevents the matching elemental blight. Use , , , , or as needed.
Has a chance to reduce damage when a counter misses or a combo is committed.
Lv 3Removes the stun that sets up a faint.

prevents allies from interrupting one another, so it matters in a group rather than in solo play.

Other additions are conditional:

Build priorities
SkillWhy
Matching elemental attack and Sword hits apply element, and elemental criticals can raise that portion of their damage. Shield hits apply no element.
Lv 4+Raises raw Attack. Lv 4 is the first level that adds a percentage bonus.
Builds knockout faster with shield hits. It does not increase the blunt damage of those hits.
Supports Wirebug use in different ways by level. Lv 2 improves Wirefall recovery, and Lv 3 also improves passive recovery while you remain on the ground. Metsu Shoryugeki spends both default Wirebugs.
Adds physical damage at full health; any unrecovered damage turns it off.
Repeated hits build its temporary bonuses, and both Perfect Rush and Drill Slash supply several hits.
Raises damage for a short time after you recover from a blight or abnormal status.
Temporarily raises affinity and reduces stamina use after its condition is met.
After its gauge fills, it reduces damage and prevents the reaction from one attack that would knock you back.
Makes monster parts easier to break or sever. It does not increase damage to the monster's health.
Raises Attack and Defense after a faint. It recovers a troubled hunt; it is not a reason to plan a faint.
Reduces knockback and stamina loss on the emergency shield guard. It does not replace Backstep.
Lets the small shield block attacks that are normally unblockable. It does not make the shield large.

Keep a color

Choose sharpness support from this table according to the weapon's gauge, your affinity, and when you can sharpen. Shield hits do not consume sharpness.

Keep a color
SkillWhat it does
Adds sharpness when the gauge is not already full.
Gives critical hits a chance not to consume sharpness.
Prevents sharpness loss for a fixed time after you sharpen.
Reduces sharpness consumption on average.
Grants a timed boost after sharpening recovers enough levels of sharpness.
Shortens the sharpening animation.

Comfort

Comfort
SkillWhy
Increases the health restored by potions and other healing effects. You can drink while the weapon is drawn.
Shortens the time spent drinking while the weapon stays drawn.
The red portion of the health bar returns faster.
Adds Defense after armor has already been upgraded with Armor Sphere.
Reduces or prevents elemental blights when the matching elemental resistance cannot reach 20.
Lets you survive one qualifying lethal hit. The next hit can still faint you.
Shares compatible items with nearby allies, including items used while the weapon remains drawn.
Extends the invulnerability of Backstep. It does not turn the move into a guard.
Extends evasive movement, which can help you leave an attack but may also move you away from the intended part.
Prevents qualifying roars from interrupting Perfect Rush.
Reduces the stamina cost of Backstep and rolls. It does not recover Wirebugs.
Sometimes lets you consume an item without removing it from the pouch.
Makes additional mushrooms usable as items, including while the weapon remains drawn.
Grants a random Spiribird effect at fixed intervals in quests where the skill can activate.
Resists roars, wind, and tremors while a large monster is enraged.

Styles

Metsu Shoryugeki deals blunt damage, while the sword's severing hits carry element and status.

Styles
StyleSkills
ElementUse the matching elemental attack skill — fire, water, thunder, ice, or dragon — and add when the set has enough affinity. applies only when the target part meets the skill's elemental-hitzone condition. Equip Drill Slash on the scroll used for sword loops; Hard Bash occupies the same slot and can only be placed on the other scroll.
StatusUse , , , or to support the matching status. Shield hits apply none of these statuses. Add Destroyer Oil if you also want to create openings through flinches.
WindmillNegates incoming attacks while dealing multiple hits. It consumes two Wirebugs, which recover quickly.
Destroyer OilMakes the monster flinch more easily and restores sharpness. It consumes one Wirebug and replaces Metsu Shoryugeki or Windmill in their shared slot.
Raises Attack on the red scroll at the cost of Defense. Because a missed counter leaves you exposed, your build must survive that lower Defense.
Afflicted rewards clearing Frenzy. rewards poison or paralysis from your build, or an elemental blight supplied by the hunt.

This hunt

These skills solve monster-specific interruptions or conditions, so add them only when the target hunt gives them a job.

This hunt
SkillWhen
Lets the small shield block qualifying attacks that are normally unblockable.
Prevents qualifying tremors from interrupting Perfect Rush.
Prevents wind pressure from interrupting Perfect Rush.
Raises Attack while you are suffering from an abnormal status, so every attack benefits until that status ends.
Raises barrel-bomb damage when bombs are part of the hunt plan.
Makes the monster more likely to target you, which can make its facing more predictable in a group.
Makes it easier to fill the Wyvern Riding gauge and mount the monster.
Reduces or prevents the movement penalty from monster muck and deep snow.
Inflicts hellfireblight after its condition is met; a wiredash leaves the hellfire behind as a hazard for the monster.
A well-timed Switch Skill Swap reduces damage and prevents the hit reaction; Lv 2 also performs a backward evade and recovers Wirebug gauge.
Improves Defense while the monster targets you, and its additional effects strengthen guarding and evasion.

A hunt can also make , , , , or more useful when that condition is the hunt's immediate problem. You can also fire Dung Pods from the pouch without sheathing.

Common mistakes

Settings

Set automatic sheathe to Manual so standing idle does not put the weapon away before an item input. Place frequently used items on the item bar so they remain easy to reach while the weapon is drawn.

During Perfect Rush, keep the camera slightly above the monster so later hits stay readable. A camera that drops behind the body mid-rush hides whether the next input still lands on the head or has slipped to the shoulder.