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This is a guide to the Hammer, a weapon in Monster Hunter Rise (MH Rise). Read on to learn about new Hammer controls and combos, how to use Hammer charge switch as well as details on Hammer Switch Skills.
|All Hammer Guides|
|Trees & Full List||How to Use||Best Builds|
List of Contents
|(release while Charge Lv 1)||Charged Side Blow|
|(release while Charge Lv 2)||Charged Upswing|
|(release while Charge Lv 3)||Charged Big Bang|
|(release while Charge Lv 3)
|(while charging)||Charge Switch|
|Silkbind Spinning Bludgeon|
|Overhead Smash I
||Overhead Smash I
|Charged Side Blow Combo|
|Charged Side Blow
||Overhead Smash I
|Monster Stunning Combo|
||Overhead Smash II
|Spinning Bludgeon Follow-Ups
(release at charge level 3 while moving)
|Spinning Side Smash
during first spin
2nd to 3rd spin
|↳||Spinning Strong Upswing
4th to 5th spin
Silkbind Spinning Bludgeon sends the hunter flying upwards while making a spinning attack. You can opt to charge the attack initially for more damage!
Impact Crater is a silkbind attack that launches the hunter in the air then slamming the hammer downwards with great force, creating a crater on the ground.
This new Silkbind Attack can be switched out for Silkbind Spinning Bludgeon.
Dash Breaker sends the hunter rushing forward to attack. It has the bonus effect of negating all enemy damage while launching forward.
Switch Skills are unlocked as you progress in the game. The very first one is obtained after finishing the ★3 Village Urgent Quest, Feathered Frenzy.
The best Switch Skills we recommend for each slot are marked in red.
|Controls||Original Skill||⇔||Switch Skill|
|A||Side Smash||⇔||Water Strike|
|zL + X||Silkbind Spinning Bludgeon
Wirebug Recovery Speed: Fast
Wirebug Cost: 1
Wirebug Recovery Speed: Fast
Wirebug Cost: 1
|A (while charging)||Charge Switch: Strength||⇔||Charge Switch: Courage|
This Switch Skill unlocks a damage negation property in your Overhead Smash then you can follow up with an Upswing when successful. When you unlock this, use it immediately. The buff this Switch Skill gives is just too much to pass on.
This move brings out a Wirebug and dashes you forward while side swinging. The main difference between Dash Breaker and Silkbind Spinning Bludgeon is the direction of attack: Dash Breaker dashes you forward while Silkbind Spinning Bludeon propels you upward. We suggest switching between them depending on the monster.
This Switch Skill allows you to chain multiple charge attacks. When coupled with a Focus build, this could work but this also removes the second charge level and just brings you from Lvl 1 to Lvl 3 (but with the same charge time). This also enables you to get access to the powerful downswing attack by just hitting the hammer charges consecutively.
While charging, press
The hammer gains an alternate charge attack for Monster hunter Rise! It's a new move that switches the hammer's default spinning charge attack into one strong slam. To know what mode you currently have, refer to the color of the hammer icon on the right side of your sharpness.
|New Charge Mode||Default Charge Mode|
|Slam Attack||Spinning Attack|
Slide on a slope while charging using
The Hammer's spinning jump attack makes its return in Monster Hunter Rise. It's a strong jump attack that can deal damage multiple times in a single move. Furthermore, it is also great against tall monsters since you can hit them from the jump's peak until you reach the ground.
|Input||While in Default Charge Mode,
→ → → → → → +
This combo gives you the ability to combine a stun with a charged attack and finishing it off with a silkbind attack, specifically the Impact Crater.
|Input||While in the New Charge Mode,
() → →
From a medium distance, this combo will let you do a slam attack and vertical hit combo which has a high chance of stunning the monster you are hitting.
A close-ranged basic combo that does not use a charged attack but deals decent damage. It is ideal to use this when you are backed in a corner by a monster.
Aim for the head
Make sure the Charge Attacks hit
Counter using Water Strike and evade when needed
An invincibility frame exists when changing from the new charge mode back to the default charge mode
Take advantage of the blunt damage and always aim for the head to accumulate stun!
Hammers have one of the highest single-hit damage for any weapon so when you charge the Hammer, make sure it hits! It can charge up to 3 levels which can be stored while moving so reposition properly and make it count!
Water Strike Switch Skill is the greatest addition to the Hammer so far. This allows the Hunter to negate an incoming attack then counter with an upswing. When evasion is not available, use this to block incoming attacks! However, when it is too awkward to use Water Strike, just evade!
When charge switching from the new mode to the default, there is an iFrame at the start. This could be used as an evasion technique during emergencies! Careful though, the iFrame is not very long so you need to time it as precisely as possible which should be at the start of the dash.
The Hammer is still good with what it does: stunning monsters using its blunt damage and dishing huge damage. We just found the Hammer to have less use in Rise because the Hunting Horn is just so good.
Can stun monsters
High single-hit attack damage
High mobility weapon
Can counter with Water Strike
Hammers dishes out blunt damage which could trigger stuns to monsters when hit on the head enough!
Like the Great Sword, the Hammer has high single-hit attack damage. This can be achieved when the hammer is fully charged!
Unlike the Great Sword though, the hunter can move freely while the Hammer is unsheathed. You can even charge while moving but this consumes stamina so be careful!
Water Strike is a great addition to the Hammer's arsenal giving it the opportunity to block an attack then counter with an Upswing!
Reach is very short
Cannot cut tails
Has no guarding options
Because it outputs blunt damage and not cutting damage, the Hammer cannot cut tails. This is okay though as most Hammer users focus on the head - and only the head.
The Hammer also does not have guarding options but is mitigated by its high mobility. Take advantage of this and position yourself properly!
The first attack is a Side Smash
Charging is easier to understand
Charging type is now switchable
Charged Upswing does not throw allies up anymore
When pressing A, the attack is now a Side Smash. In Iceborne, you cannot attack with A as the first attack in a combo.
The Charged Upswing does not throw up allies in the air anymore! If you are a Hammer main and feels guilty for executing Charged Upswing beside allies, you can continue to do so (guilt-free!) in MH Rise!
|Weapon Type Guides|
|Weapons and Weapon Types||Weapon Type Tier List||Builds for Each Weapon Type|
|Great Sword||Trees & Full List||How to Use||Best Builds|
|Long Sword||Trees & Full List||How to Use||Best Builds|
|Sword and Shield||Trees & Full List||How to Use||Best Builds|
|Dual Blades||Trees & Full List||How to Use||Best Builds|
|Hammer||Trees & Full List||How to Use||Best Builds|
|Hunting Horn||Trees & Full List||How to Use (Melodies and Effects)||Best Builds|
|Lance||Trees & Full List||How to Use||Best Builds|
|Gunlance||Trees & Full List||How to Use||Best Builds|
|Switch Axe||Trees & Full List||How to Use||Best Builds|
|Charge Blade||Trees & Full List||How to Use||Best Builds|
|Insect Glaive||Trees & Full List||How to Use||Best Builds|
|Kinsects||Kinsect Tree and Complete Kinsect List|
|Bows||Trees & Full List||How to Use||Best Builds|
|Light Bowguns||Trees & Full List||How to Use||Best Builds|
|Heavy Bowguns||Trees & Full List||How to Use||Best Builds|
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great! best of luck on the arena quest!
"Ice-Born to Hunt"
Colors going from top to bottom:
Head- 30, 35, 85; 185, 60, 30
Chest- 45, 15, 45; 210, 45, 10
Arms- 185, 60, 30; 0, 0, 65
Waist- 30, 35, 85; 185, 60, 30
Legs- 185, 60, 30; 0, 0, 65
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