Monster Hunter World Iceborne Dual Blades Guide
Table of Contents
- Supplementary Material
- World Progression
- World Endgame
- Iceborne Progression
- Iceborne Postgame
- Iceborne Endgame
- Moveset, Cheat Sheet, & FAQ
- Conclusion
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Supplementary Material
The document contains supplementary material including version tables, preface notes, and conversations on sharpness and comfort skills. It presents a structured progression framework for Dual Blades in Iceborne, emphasizing hit counts, sharpening strategies, and the use of Protective Polish and Whetfish Fin+ for uptime. It discusses two main rules for sets: 1) aim for 120 hits (with progression and minor exceptions) and 2) prioritize Protective Polish, Item Prolonger Lv3, and Whetfish Fin+; with higher sets improving with up to 300 hits using Item Prolonger Lv3. The material also outlines the general approach to comfort skills, meta concepts, and speedrunning vs. non-runner playstyles.
1.1 - Version Table, To-do list, and Calculator
Version history details (e.g., Version 1.7, 1.6, 1.5, etc.) summarize updates to author recommendations, Velkhana Divinity addition, Dragonvein Awakening, Transcendence, and related tools.
1.2 - Preface
Preface discusses Iceborne progression as a reassessment of Dual Blades, aiming for practical progression rather than farming-only optimization, with decoration accessibility and postgame considerations. It notes that sets are milestone-based and not universal armor sets, and that the guide remains up-to-date.
1.3 - A Conversation on Sharpness… third time’s the charm?
This section explains Sharpness considerations for Dual Blades, including natural Sharpness loss modifiers, hit counts per sliver, and how Handicraft, Master’s Touch, and Razor Sharp interact with 120- or 300-hit thresholds. It discusses Whetfish Fin+, Shield Polish, and other tools for uptime and sharpening strategy, and introduces rules that guide progression sets.
1.4 - “Comfort” Skills, Meta, and Speedrunning
Defines meta-builds, comfort skills, and their impact on uptime and survivability. It contrasts speedrunning priorities with general tactics and explains how Comfort skills (Health Regen I, Clutch Claw Boost, Item Prolonger Lv3) influence decision-making and the balance between damage and survivability.
1.5 - Dumbed-down Iceborne Progression
Provides a simplified progression overview for Iceborne, highlighting the Defender Tree, Guardian equipment, and suggested sets across Act I to Act V, including recommended armor pieces and progression goals.
World Progression
With the Iceborne expansion, players can opt into Guardian armor, but the Defender Tree remains highly influential. The armor choices emphasize survival and sharpness handling rather than raw damage, and progression guidance is tailored to Act milestones.
2.1 - Act I: Gazing upon the New World
Early progression emphasizes Bone Mail, Kestodon Guards, and Kulu Greaves due to damage bonuses and 30% affinity opportunities. It notes that Affinity Sliding can be useful when slots allow.
2.2 - Act II: To the Rotten Vale
After Diablos, Powercharms become available from Provisions Stockpile. This marks the end of Low Rank and the path toward High Rank after Zorah Magdaros is defeated.
2.3 - Act III: The Cycle Goes On
Progression moves toward Pink Rathian investigation; a free Attack Jewel 1 is obtained from the Elder on the ship. The set trades out Affinity Sliding for more consistent damage; weapon choice remains strong.
2.4 - Act IV: The Admiral Blows In
Bazelgeuse enables Powertalon crafting with Powercharm and Bazel Talon; PowertCharm+Powertalon grants +15 True Raw. This set is used until Nergigante is slain.
2.5 - Act V: Ever-growing Enigmas
Final World progression before Iceborne postgame, leading to Xeno’jiiva. Post-Xeno’jiiva, some armor pieces from World postgame are required, and players may pursue harder content (Extreme Behemoth, Ancient Leshen) or skip ahead to Iceborne.
World Endgame
Endgame sets use every armor piece and decoration possible before heading to Legiana in the Ancient Forest. Decoration drop rates are mentioned as notoriously fickle, thus sets are designed around accessible decorations. Augmentation focus is outlined (Attack Increase + True Raw, etc.). Health Boost and other defensive choices are discussed as essential to long fights. It notes enrage mechanics and how they interact with Agitator and other buffs.
3.1 - Defender Chainsaws V
A very strong post-game weapon, Defender Chainsaws V remains superior in many matchups.
3.2 - Zireael
The Witcher weapon is a competitor to Defender Chainsaws V, excelling in Dragon-weak matchups. It is noted as optional due to its material requirements.
3.3 - Kjárr Daggers “Spark”
Favourite for Dodogama-specific hunts; it is strong for certain matchups.
3.4 - Kjárr Daggers “Rage”
Best for Ancient Leshen where Fire matchups dominate; Dalers show strong performance.
3.5 - Kjárr Daggers “Water”
Arch-tempered Teostra armor synergy; recommended for Water matchups.
3.6 - Kjárr Daggers “Ice”
Best against Kulve Taroth Siege; highest damage output in Ice.
Iceborne Progression
This section details required milestones prior to entering Iceborne, including defeating Arch-Tempered Elder Dragons and Behemoth, and the inclusion of Witcher Zireael early on. Decoration limitations are discussed, with dependencies on Elder Melder and other sources for Jewel drops. Health, decoration access, and Augmentation are emphasized as essential to post-Xeno'jiiva progression.
4.1 - Act I: Rumblings
Defender Tree dominates early Iceborne progression; matchups shift as weapon upgrades progress. Why Critical Element matters; Armor and decoration decisions explained.
4.1.1 - Defender Chainsaws V
Defender Chainsaws V declines in research meta but remains relevant for Fire-weak matchups early on.
4.1.2 - Beo Hatchets I
Beotodus favorites; Beo Hatchets gain importance in Act III.
4.1.3 - Kadachi Greathawks I
Kadachi Greathawks II is stronger later; early use recommended for Rathian and Pink Rathian.
4.1.4 - Zireael
Zireael’s difficulty to craft; optional path; strong against Dragon-weak matchups if built.
4.1.5 - Whetfish Sabers
Whetfish Sabers offer Purple Sharpness from start and built-in Protective Polish; recommended early.
4.2 - Act II: The Iceborne Wyvern
Velkhana adds new matchups; list of armor pieces and practical helpers noted. Returns to returning builds and specific weapon sets.
4.2.1 - Returning Builds
Revisit previous Act I builds for Act II optimization.
4.2.2 - Asefar al-Nasr II
Asefar al-Nasr II offers strong non-elemental builds against key monsters.
4.2.3 - Jyura Keenblades II
Jyuratodus progression—White Sharpness with Handicraft LV1; grows key matchups.
4.2.4 - Shattering Flames I
Lavasioth path; adapt to Glavenus tree in Act IV; recommended to downgrade later.
4.2.5 - Kadachi Greathawks II
Kadachi Greathawks II becomes the real winner in Act II.
4.3 - Act III: A Wish Inherited
Anja Twinrippers II becomes relevant Fire weapon; Beo Hatchets II drops in some Acts; Nether Chainblades update; Razor Sharp Charm and other decorations become accessible.
4.3.1 - Returning Builds
Whetfish Sabers; Asefar al-Nasr II; Jyura Keenblades II; Kadachi Greathawks II.
4.3.2 - Anja Twinrippers II
Anja Twinrippers II becomes a mainstay for Velkhana, with Custom Upgrades and Handicraft Charm access.
4.3.3 - Beo Hatchets II
Ice-element upgrade path; Ice Attack prioritized; strengthens against Azure Rathalos matchups.
4.3.4 - Nether Chainblades
Focuses on Dragon-weak matchups and Banbaro.
4.4 - Act IV: Unnatural Disasters
Two variants: standard and randomized decoration paths. Act IV introduces Velkhana and new Elders; lists potential armor pieces for extra skills and various matchups.
4.4.1 - Rathalos Mastery (accessible Decorations only)
4.4.1.1 - Returning Builds
4.4.1.2 - Smoldering Kingdoms
Base stats are stronger; Shattering Flames I can be downgraded to switch to Glavenus Tree.
4.4.1.3 - Enduring Surrender
Dragonbone Tree; high Element value; strong against Banbaro, Velkhana, Namielle.
4.4.1.4 - Wunderkirins
Upgrade to Kadachi Greathawks II; large hit count; replaces Kadachi in some builds.
4.4.1.5 - Blizzard and Blaze
Dual Elements: Ice on one blade and Blast on the other; effective against Ruiner Nergigante; strong universal option.
4.4.1.6 - Whetfish Sabers+
Upgraded Whetfish Sabers with added elements.
4.4.2 - Velkhana Divinity (all High Rank Decorations)
Expanded decorations enable higher damage; glaze sets updated.
4.4.2.1 - Beo Hatchets II
Beo Hatchets II get buffs via Velkhana Divinity decorations.
4.4.2.2 - Smoldering Kingdoms
Reiteration of earlier progression with updated options.
4.4.2.3 - Enduring Surrender
Same Enduring Surrender path with Dragonbone Tree emphasis.
4.4.2.4 - Wunderkirins
Upgraded Wunderkirins; advantages and upgrade paths.
4.4.2.5 - Blizzard and Blaze
Ice and Blast split; synergy notes and matchups.
4.4.2.6 - Whetfish Sabers+
Commentary on Whetfish Sabers+.
Iceborne Postgame
Postgame content focuses on Guiding Lands, event quests, and MR100 optimizations. Decorations and augmentation systems become central, with new talisman materials and a heavy emphasis on Geologist Lv1 to yield more loot. Augmentation becomes the core mechanism to power upgrades, with special attention to legible set pieces (Safi, Kulve Taroth, etc.) and the impact of Dragonvein Awakening on certain builds.
5.1 - Act V: Onward to the Guiding Lands
Guiding Lands and Event Quests outline; Safi’jiiva and Kulve Taroth postgame access; Alatreon is optional, depending on equipment; new decorations available at Elder Melder; augmentation becomes essential for endgame.
5.1.1 - Bergel Vetra
Frostfang Barioth weapon Bergel Vetra; requires Frostfang Tickets; strong for next Act.
5.1.2 - Anja Twinrippers II
Returns from Act III with Custom Upgrades and Handicraft Charm IV.
5.1.3 - Enduring Surrender
Suggested to pursue Safi’jiiva and Kulve Taroth postgame first.
5.1.4 - Demonlord Hellfists
Furious Rajang Dual Blades; strong against certain matchups; Dragon-appropriate in some contexts.
5.1.5 - Lightbreak Twins
Raging Brachydios Dual Blades; high raw and Sharpness; Defender Chainsaw-like in Master Rank.
5.1.6 - Whetfish Sabers+
Humorous note about triple Whetfish; humor and reflection.
5.2 - Enter Safi’jiiva
Safi’jiiva becomes a major hurdle; its Dragonvein Awakening paths and Dragon-based matchups; mix of Dragonvein Awakening with True Critical Element to maximize damage.
5.2.1 - Returning Builds
Bergel Vetra, Demonlord Hellfists, Lightbreak Twins.
5.2.2 - Lightbreak Twins (Dragonvein Awakening)
First use of Dragonvein Awakening in postgame; excellent for consistent damage.
5.2.3 - Safi’s Hellclaws
Important Safi weapon across the Safi tree; reintroduces element-based damage synergy.
5.2.4 - Safi’s Aquaclaws
Azure Age synergy; strongest Safi variant due to Water Attack.
5.2.5 - Safi’s Boltclaws
Stronger than Demonlord Hellfists; often replaces it.
5.2.6 - Safi’s Frostclaws
Ice vs. Fire meta; Frostclaws vs Bergel Vetra for Ice matchups.
5.2.7 - Safi’s Drakclaws
Bare minimum for Fatalis discussions.
5.3 - Enter Master Rank Kulve Taroth & Arch-tempered Namielle
Kulve Taroth Dual Blades are the best in Iceborne; Draconic combos with Dragonvein Awakening; Dragon Theory and Dragon Element II options are discussed.
5.3.1 - Returning Builds
Lights and Safi builds; Anja and Kadachi for Master Rank transitions.
5.3.2 - Kjárr Daggers “Spark”
Spark build showcase; Dragon-based synergy.
5.3.3 - Kjárr Daggers “Spark” (Dragonvein Awakening)
Dragonvein Awakening version.
5.3.4 - Kjárr Daggers “Rage”
Detailed card setup and matchups for Rage.
5.3.5 - Kjárr Daggers “Rage” (Dragonvein Awakening)
Dragonvein Awakening variant; similar matchups.
5.3.6 - Kjárr Daggers “Water”
Water-based variant for Kulve Taroth; Arch-Tempered Teostra noted.
5.3.7 - Kjárr Daggers “Water” (Dragonvein Awakening)
Dragonvein Awakening for Water version.
5.3.8 - Kjárr Daggers “Ice”
Ice variation for Kulve Taroth Siege.
5.3.9 - Kjárr Daggers “Ice” (Dragonvein Awakening)
Dragonvein Awakening for Ice build.
5.3.10 - Kjárr Daggers “Dragon”
Dragon-built variant with Vaal Hazak Braces for Coalescence Lv1.
5.3.11 - Kjárr Daggers “Dragon” (Dragonvein Awakening)
Dragonvein Awakening version.
5.4 - Enter Alatreon
The final section before Fatalis; introduces Alatreon-focused builds with Alatreon Madness and Element Conversion. End-of-section notes about whether to use Dragonvein Awakening and Dragon vs Raw matchups.
5.4.1 - Returning Builds
Revisits Lightbreak Twins, Safi Hellclaws, Kjárr Daggers lines.
5.4.2 - Alatreon Madness
The strongest Dragon matchup Meta; Alatreon power spike.
5.4.3 - Kjárr Daggers “Spark”
Spark matchups in Alatreon context.
5.4.4 - Kjárr Daggers “Rage”
Rage matchups in Alatreon context.
5.4.5 - Kjárr Daggers “Water”
Water matchups for Alatreon; Dragon synergy.
5.4.6 - Kjárr Daggers “Ice”
Ice matchups for Alatreon.
5.4.7 - Kjárr Daggers “Dragon”
Dragon-focused Alatreon path.
Iceborne Endgame
Overview of Iceborne endgame with Fatalis, Velkhana, and Arch-Tempered Namielle as the pinnacle fights. It discusses the prioritization of Coalescence and Peak Performance due to decoration slot allowances and overall power. It also indicates that endgame sets may look similar across archetypes.
6.0 - The Author’s Recommendations
Provides a structured recommendation table across elements and Universal vs Dragonvein Awakening archetypes, including notes on True Critical Element, Inheritance, and Coalescence tradeoffs. It emphasizes Frostcraft for certain elements and argues that Transcendence is the comfort meta in endgame.
6.1 - Standard
Details on the Standard archetype: high damage, Evade Window, Quick Sheath, and Resuscitate; interactions with Peak Performance and Coalescence.
6.2 - Frostcraft
Frostcraft adds a gauge-driven damage boost, with tradeoffs at higher hits; it promotes Clutch Claw play and a more careful pace.
6.3 - Dragonvein Awakening
Dragonvein Awakening centers on Critical Element and Dragonvein effects; has health drain and bulky sustain considerations; best when combined with Inheritance.
6.4 - Transcendence
Transcendence is a comfort meta with additional stamina, True Razor Sharp, and tool space; favored for weapons lacking inherent Critical Element.
6.4.1 - Fire Element ~ Kjárr Daggers “Rage”
6.4.2 - Water Element ~ Kjárr Daggers “Water”
6.4.3 - Thunder Element ~ Kjárr Daggers “Spark”
6.4.4 - Ice Element ~ Kjárr Daggers “Ice”
6.4.5 - Dragon Element I ~ Kjárr Daggers “Dragon”
6.4.6 - Dragon Element II ~ Fatalis Dual Skies
Moveset, Cheat Sheet, & FAQ
7.1 - Combos and Moves
Describes basic and advanced Dual Blades moves: Standard Stance, Demon Mode, Archdemon Mode, Blade Dance, and Sixfold Demon Slash into Blade Dance for DPS, with a heavy emphasis on Demon Gauge management and the Potato Dance for stamina management. It covers Wall Bang, Shoryuken, Clagger, Evade Shot, Spine Rider, and the Heavenly Blade Dance, including recommended uses and timing.
- Standard stance, Demon Mode, Archdemon mode sequences outlined with motion values and hit counts.
- Sixfold into Blade Dance is a high-DPS combo that lasts about six seconds.
- Potato Dance, Wall Bang, Shoryuken and Clagger explained; Evade Shot is described with slinger ammo interactions.
- Spine Rider as positioning and damage tool with caution on durability.
7.2 - Cheat Sheet
A quick reference of best matchups by weapon variation (elements and Dragonvein Awakening). It includes Heroic and non-heroic branches and matches for various monsters across tables.
7.3 - Frequently Asked Questions
A collection of Q&As addressing Raw vs Element, single-set strategies, Protective Polish preferences, skill priorities, and other common questions about endgame Dual Blades. It covers the rationale for Dual Blade choices, the impact of Dragonvein Awakening, Element Acceleration, and the role of Dash Juice and Fortify, as well as general opinions about playstyle customization.
- Q: Should I go Raw or Element? A: Element-focused; Fatalis Dual Skies is strong; choose per matchup.
- Q: What if I want just one set? A: There is no single best answer; customize.
- Q: I don’t like Protective Polish. A: Consider removing some damage skills or using Transcendence.
- Q: What’s my skill priority? A: A long list including Sharpness comfort, Mind’s Eye, Weakness Exploit, Element Attack, Critical Boost, Agitator, Coalescence, Peak Performance, etc.
- Q: How to unlock layered weapons? A: Unlock through Guiding Lands in the Tundra region.
- Q: Should I use Fortify? A: Optional; only if the hunter carts with the skill.
- Q: How important is Sharpness? A: Sharpness upgrades increase Raw and Element multipliers; white sharpness is powerful.
- Q: Why Protective Polish and no Master’s Touch? A: Damage-first approach; 300 hits per sharpening target; 120 minimum baseline; Master’s Touch can still be used in some builds.
- Q: True Critical Element usable in endgame? A: It’s strong, but limited by decorations; endgame enables higher options with Fatalis and Arch-tempered Velkhana.
- Q: How is Element Acceleration? A: Good but armor-limited; Arch-Tempered Namielle’s armor provides comfort skills; not universally strong.
- Q: Why Elemental Conversion is bad? A: Low ceiling; not a reliable damage boost.
- Q: Where’s Constitution or Marathon Runner? A: Comfort skills; not as damage-focused as core options.
Conclusion
This is a comprehensive exploration of Iceborne Dual Blades progression and endgame setups. The guide aims to provide practical setups and a data-driven approach to progression without focusing solely on grinding. It emphasizes customization and practical optimization, acknowledging that players may prefer different playstyles or monsters.
Credits
pilgrim2092, Cartiledge, Deathcream, MoonBunnie, Awenth, refiamontes, rhytmwiz, Wiki-DB, Kiranico, Robomeche, fextralife, Monster Hunter Gathering Hall Discord, and the broader Monster Hunter community for support and data.
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