Charged Attack Guide — Spin Attacks, Throw Attacks & Stamina

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Charged Attack Guide — Maximizing Charged Combos

Charged attacks are one of TotK's highest-damage single moves — hold Y to charge, release to unleash. Each weapon type has a different charged attack animation with different reach, damage, and stamina cost. This guide covers every weapon type's charged attack and how to integrate them into efficient combat combos.


How Charged Attacks Work

Activation: Hold Y → Link begins charging → yellow particles appear → release Y → charged attack fires

Stamina cost: Every charged attack costs stamina. No stamina = can't charge. If stamina runs out mid-charge → Link releases a weak uncompleted attack.

Damage: Charged attacks deal 2–3× the standard swing damage depending on weapon type.

Stagger: Charged attacks knock back or stagger most standard enemies on hit.


Charged Attack by Weapon Type

One-Hand Sword — Spin Attack

Animation: Link spins 360 degrees → slash hits everything in radius

Properties:

  • AoE (hits all enemies in a circle around Link)
  • 2× normal damage
  • Moderate stamina cost
  • Excellent in group fights

Best use: Multiple enemies clustered together. Spin attack hits all simultaneously — more efficient than individual swings.

Two-Hand Claymore / Greatsword — Overhead Slam

Animation: Link lifts the weapon overhead → brings it down in a powerful overhead strike

Properties:

  • Single target, massive damage
  • 3× normal damage
  • Highest single-hit damage of any charged attack
  • High stamina cost

Best use: Staggered or stationary enemies (after Flurry Rush or parry). The slam is slow — must connect during a window.

Spear — Thrust Combo

Animation: Link performs a rapid forward thrust series → ends in a spinning sweep

Properties:

  • Forward-reaching attacks (long range)
  • Multiple hits (3–4 per charged combo)
  • Moderate stamina cost
  • Good for keeping range

Best use: Enemies that need to be kept at distance (Moblins approaching) or enemies with large HP where multiple hits help.

One-Hand Axe — Overhead Chop

Animation: Single heavy overhead chop

Properties:

  • 2.5× damage
  • Slower than sword spin but hits harder
  • Shorter range than spear

Boomerang — Throw Attack

Animation: Link throws the boomerang → it arcs and returns

Properties:

  • Ranged charged attack (unique)
  • Damage scales with Fuse material
  • Hits enemies at distance, then returns
  • Very low stamina cost

Best use: With a powerful Fuse on the boomerang — throw it at a group, it hits all enemies in the arc and returns.


Stamina Management

Stamina wheels: Base game starts with 1 stamina wheel. Upgrades add more.

Charged attack stamina costs (approximate):

| Weapon Type | Stamina Cost | |-------------|-------------| | One-hand spin | 0.5 wheels | | Claymore slam | 0.75 wheels | | Spear combo | 0.6 wheels | | Boomerang throw | 0.2 wheels |

Stamina recovery: Stamina recovers while not attacking. Brief pause between charged attacks restores enough for another.

Endura Carrot meals: Temporarily grant bonus stamina above maximum — useful for extended charged attack combos.


Combo Integration

Flurry Rush → Charged Attack

Most efficient damage combo:

  1. Perfect dodge → Flurry Rush (8 hits)
  2. Enemy briefly staggers at end of rush
  3. Immediately hold Y → charged attack lands on staggered enemy
  4. Claymore slam = 3× damage on a stationary target

This sequence is the highest burst damage available in most encounters.

Sneakstrike → Charged Attack

  1. Sneakstrike from behind → 8× damage (may kill or critically wound)
  2. If enemy survives → they're briefly disoriented
  3. Charged attack into the disoriented state

Used against high-HP enemies (Lynels, Silver Bokoblins) where the Sneakstrike alone isn't lethal.

Parry → Charged Attack

  1. Parry → enemy staggers for 1–3 seconds
  2. Hold Y immediately → charged attack (lands during stagger)
  3. Claymore or axe here for maximum single-target damage

Charged Attack vs Standard Combo

| Situation | Better Choice | |-----------|--------------| | Multiple enemies (3+) | Charged (spin attack) | | Single high-HP enemy | Charged (claymore slam) after stagger | | Fast enemies that dodge | Standard (don't give them time to react) | | Conserving stamina | Standard (no stamina cost) | | After Flurry Rush stagger | Charged (best damage window) | | Low stamina | Standard | | Boomerang Fuse | Charged (throw returns hits all) |


Advanced Notes

Charged Attack + Fuse Synergy

Fuse materials that add AoE effects (explosives) interact with charged attacks:

  • Claymore slam with Bomb Fuse → explosion on impact in addition to slam damage
  • One-hand spin with elemental Fuse → each spin hit applies the element

Best Fuse for charged attacks:

  • Lynel Blade (high attack bonus — each charged hit gains the bonus)
  • Elemental material (fire/ice/shock added to every charged hit)
  • Avoid single-trigger fuses (like single-use bombs) on weapons used for charged attacks

Throw Attack (Shield Throw)

Separate from weapon charged attacks:

  • While holding shield (ZL) → press A → Link throws the shield
  • Shield bounces off enemies and returns (boomerang behavior)
  • Deals shield's guard power as damage on hit
  • Can be charged (hold A) for a stronger throw

Practical use: Throw the shield at an archer → disrupt their shot → close for melee.


Quick Tips

  • Spin attack for groups — any time 3+ enemies cluster, a one-hand sword spin attack is more efficient than 3 individual hits. It hits all simultaneously and often staggers multiple enemies.
  • Claymore slam needs setup — the overhead slam is slow. Don't attempt it against moving enemies without a setup (Flurry Rush stagger, parry stagger, or Sneakstrike opener). On a stationary target, it's the hardest-hitting non-bow attack in the game.
  • Stamina food before tough fights — Endura Elixir or stamina-boosting meals before a boss fight give you extra charged attack capacity. The difference between 1.5 and 3 stamina wheels is significant for how many charged attacks you can throw.
  • Boomerang + charged throw — the charged boomerang throw is underrated for clearing small groups from range. Fuse a good material to it → throw → watch it arc through multiple enemies → returns to hand.
  • Flurry Rush into charged slam is the power move — once you can reliably trigger Flurry Rush, follow every rush with a claymore/2H charged slam on the stagger window. It's the single most consistent high-damage sequence in TotK combat.

See also: Flurry Rush Guide | Parry Guide | Combat Basics Guide

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