Hammer
[!NOTE]
Please refer to the MHWI Damage Formula and MHWI General Data Sheet by MoonBunnie & Deathcream for up to date information.
The Hammer is a powerful weapon with excellent mobility. Drawing upon the Hammer's ability to [[knock out|understanding-monster#stun]] monsters requires landing precise [[Blunt damage|damage#blunt]] hits on a monster's head.
Strength & Weakness
Strength | Weakness |
---|---|
|
|
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.
[[images/hammer_charge_standing)
Left to right: Level 1, Level 2, Level 3
[[images/hammer_charge_running)
Left to right: Level 1, Level 2, Level 3
While the Hammer is charging, a Power Charge (<<C>>
) 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.
[[images/hammer_power_charge)
Left to right: without and with Power Charge
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|understanding-monster#stun]] and [[Exhaust|understanding-monster#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.
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 > <<T>> |
Combos into:
|
Backswing | <<T>> |
Combos into:
|
Overhead Smash I | Standing > <<T>> |
Combos into:
|
Side Smash | Walking > <<T>> |
Combos into:
|
Overhead Smash II | Overhead Smash I > <<T>> |
Combos into:
|
Upswing | Overhead Smash II > <<T>> |
Combos into:
|
Big Bang I-IV | <<C>> |
Big Bang I can be comboed from other moves. When Big Bang hits, it can be followed up ( <<C>> ) with a Big Bang of higher level. Big Bang IV can be comboed into the Big Bang Finisher <<C>> . Big Bang I-IV cannot combo into Charge unless Big Bang whiffs. |
Big Bang Finisher | Big Bang IV > <<C>> |
Can combo into Charge (R2) |
Charge | Draw Attack > R2 Mid-combo > R2 Sliding > R2 Mid-air > R2 |
Consumes stamina. |
Power Charge | While Charging > <<C>> |
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 Blow | Tap R2 Release R2 at Level 1 charge |
Combos into:
|
Charged Upswing | Release R2 at Level 2 charge | Combos into:
|
Charged Big Bang | Standing > Release R2 at Level 3 Charge | |
Spinning Bludgeon | Walking > Release R2 at Level 3 Charge | Combo into:
|
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:
|
Spinning Side Smash | During Spinning Bludgeon > <<T>> |
Combos into:
|
Spinning Follow Up | During Spinning Bludgeon > <<T>> |
Combos into:
|
Spinning Strong Upswing | During Spinning Bludgeon > <<T>> |
|
Sliding Charge | Sliding > R2 Walk down a slope while charging |
Changes into a normal charge when the player stops sliding. Combos into:
|
Jumping Smash | Mid-air > <<T>> |
Combos into Overhead Smash II <<T>> |
Midair Spinning Bludgeon | Sliding > Release R2 Walk toward a wall while charging |
Combos into Overhead Smash II <<T>> |
Jumping Charge Attack | Sliding > <<T>> Mid-air, Hold R2 and release (short charge) |
Combos into Charged Follow Up <<T>> |
Jumping Charge Attack II | Mid-air, Hold R2 and release | Combos into Charged Upswing <<T>> |
Jumping Charge Attack III | Sliding Charge > <<T>> |
Combos into Spinning Strong Upswing <<T>> |
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 <<T>> |
Motion Values
Section has been moved to the database.