Hammer

The Hammer is a powerful weapon with excellent mobility. Drawing upon the Hammer's ability to knock out monsters requires landing precise Blunt damage hits on a monster's head.

Strength & Weakness

Strength Weakness
  • High damage output per swing
  • Deals Blunt damage, can stun and exhaust monster
  • Fast movement speed
  • Slow attack speed
  • Short reach
  • Attack animations have long recovery times

Charging and Power Charge

The player can charge (R2) the Hammer and move around freely at the same time. Charging the Hammer consumes stamina. There are 3 charge levels for the Hammer, and each level will perform a different attack when the charge is released.

Left to right: Level 1, Level 2, Level 3

Left to right: Level 1, Level 2, Level 3

While the Hammer is charging, a Power Charge () can be performed to empower the Hammer's moves. Doing so covers the Hammer in a white aura. Power Charge persists until the player takes damage or the weapon is sheathed.

Left to right: without and with Power Charge

Movelist

Mid-air attacks are done in the air, such as after hopping off a ledge, jumping off a vine, or climbing up a wall and jumping off.

Move Button (+Condition) Properties
Swing Draw Attack > Combos into:
  • Backswing
  • Big Bang I
  • Charge (R2)
Backswing Combos into:
  • Overhead Smash I
  • Big Bang I
  • Charge (R2)
Overhead Smash I Standing > Combos into:
  • Overhead Smash II
  • Big Bang I
  • Charge (R2)
Side Smash Walking > Combos into:
  • Overhead Smash II
  • Big Bang I
  • Charge (R2)
Overhead Smash II Overhead Smash I > Combos into:
  • Upswing
  • Big Bang I
  • Charge (R2)
Upswing Overhead Smash II > Combos into:
  • Big Bang I
  • Charge (R2)
Big Bang I-IV Big Bang I can be comboed from other moves.
When Big Bang hits, it can be followed up () with a Big Bang of higher level. Big Bang IV can be comboed into the Big Bang Finisher .
Big Bang I-IV cannot combo into Charge unless Big Bang whiffs.
Big Bang Finisher Big Bang IV > Can combo into Charge (R2)
Charge Draw Attack > R2
Mid-combo > R2
Sliding > R2
Mid-air > R2
Consumes stamina.
Power Charge While Charging > Power Charge (white aura on weapon) enhances Charged Upswing and Charged Big Bang. Power Charge is canceled when the player is knocked back or the weapon is put away.
Charged Side Side Blow Tap R2
Release R2 at Level 1 charge
Combos into:
  • Charged Follow Up
  • Side Smash
  • Charge (R2)
Charged Upswing Release R2 at Level 2 charge Combos into:
  • Side Smash
  • Big Bang I
  • Charge (R2)
Charged Big Bang Standing > Release R2 at Level 3 Charge
Spinning Bludgeon Walking > Release R2 at Level 3 Charge Combo into:
  • Spinning Side Smash (T after 1 spin)
  • Spinning Follow Up (T after 2-3 spin)
  • Spinning Strong Upswing (T after 4-5 spin)
  • Spinning Swing (didn’t press T)
Charged Brutal Upswing Power Charged version of the Charged Upswing
Charged Brutal Big Bang Power Charged version of the Charged Big Bang
Charged Follow Up Charged Side Side Blow > R2 Combos into:
  • Overhead Smash I
  • Big Bang I
Spinning Side Smash During Spinning Bludgeon > Combos into:
  • Overhead Smash II
  • Big Bang I
Spinning Follow Up During Spinning Bludgeon > Combos into:
  • Overhead Smash I
  • Big Bang I
Spinning Strong Upswing During Spinning Bludgeon >
Sliding Charge Sliding > R2
Walk down a slope while charging
Changes into a normal charge when the player stops sliding.
Combos into:
  • Jumping Charge Attack III
  • Power Charge
  • Jump (X)
  • MidAir Spinning Bludgeon (release R2)
Jumping Smash Mid-air > Combos into Overhead Smash II
Midair Spinning Bludgeon Sliding > Release R2
Walk toward a wall while charging
Combos into Overhead Smash II
Jumping Charge Attack Sliding >
Mid-air, Hold R2 and release (short charge)
Combos into Charged Follow Up
Jumping Charge Attack II Mid-air, Hold R2 and release Combos into Charged Upswing
Jumping Charge Attack III Sliding Charge > Combos into Spinning Strong Upswing
Jumping Charge Attack III Charging before jumping off the ledge > release R2
Mid-air, Hold R2 and release (long charge)
If the charge is not released when the player hits the ground, the player will continue charging.
Combos into Spinning Strong Upswing

Combat Tips

  • Movement speed while charging is reasonably fast and can be exploited to reposition.
  • Evade rolls can cancel charging and the follow up animations for certain attacks.
  • Using the Charged Upswing allows the player to swiftly close in before finishing with a long reach upswing.
  • Big Bang is best used on immobilized monsters to deliver a massive amount damage.
  • Maintain Power Charge to make certain attack stronger. Power Charge gives the Hammer a white aura.
  • All attacks come with Stun/KO and Exhaust effects. Even if the player cannot hit the head to build up Stun status, hitting the monster anywhere will build up Exhaust status. Exhausted monsters move slower and may pause to catch their breath, making them easier targets for follow up attacks.