Bioshock Infinite Vigors Guide: Charge

Charge: (Press/Hold) $250 (Emporia if not found)
Cost: 25/25
Damage: 350/700 + 200
Effect: 1-2s Stun/1-2s Stun

Upgrades:
Mod: $1614 (The Factory)
Boost: $555 (Downtown Emporia)

This attack has a single mode of fire: alternate. This will have DeWitt charge up his Sky-Hook and then fly at his target. When he slams into them, not only does he do damage but he will stun them for a while as well. This is not true with all foes so be sure to check on which are vulnerable to this effect. This is especially true when you are fighting some of the heavy hitters in Columbia's ranks.

Needless to say this allows for a greater level of exploration around the city of Columbia. While some caution is recommended there will be times this is the only way to reach some of the hidden goods and Infusions.

Upgrades:
The first upgrade to Charge gives Booker a brief window of invulnerability when attacking. It also has the added bonus of recharging his Shield. Used properly in combat this can save DeWitt from some near death experiences or at least give him enough breathing room to recover.

The second upgrade, the boost, adds explosive damage at the end of the charge. While it does not have much or any spread it will prove helpful if you are charging in against something that is immune to the stun. While not recommended it can help if you have the Heater or the Shotgun.

Combos:
There are only a few recommended combinations with Charge. The first is using it in conjunction with Devil's Kiss. This allows you charge in spewing Magma as you go.

The second combo is to add it to Bucking Bronco. This will send anything hit by Bucking Bronco flying very far and very fast. Do this with some railing in view and you no longer have to worry about that foe. While the same effect can be achieved with your Sky-Hook, this has the advantage of range.

Vulnerability:
Soldier: 100%                              Mosquito: Immune
Gun Automaton: Stun                   Beast: 50%
RPG Automaton: Stun                  Patriot: 100%
Barrage Automaton: Immune        Handyman: Immune
Fireman: 100%                             Siren: Weakness
Zealot: 100%                                Beast: 100%