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The Hammer is a blunt weapon with satisfying destructive power on top of its mobility in Monster Hunter Wilds. See all the mechanics for the Hammer, its controls, best combos, advanced tips, and how good it is!
Hammer Guides | ||
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Weapon Guide | Builds | Tree |
Hammer Mechanics |
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As a general rule, any Hammer player should know that they should always aim for the monster's head. Even with other contenders that deal blunt damage, the Hammer can consistently accumulate stun values due to its move-set's mobility, meaning it should be given priority with head positioning.
Lv. | Attack | Description Situational Uses |
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1 | Charged Side Blow | Quickly swings the hammer from the side while traveling a minimal distance.
・When you need to quickly extend your combos. ・When you are out of position during a combo and you need movement. |
2 | Charged Upswing | Swings the hammer in an uppercut-like motion while traveling a short distance.
・Often used as a punish for quick monster attacks. ・Best move to stun monsters with. |
3 | Charged Big Bang | Swings the hammer upwards then ends with a crushing slam while stationary.
・Used as a punish for monster attacks with medium recovery. ・Used to quickly exhaust monsters. |
4 | Mighty Charge Upswing | Wildly wind up the hammer for a devastating multi-hit slam.
・Best punish for when the monster uses a long recovery attack. ・Combo starter for max damage. |
While the Hammer is famous for its easy-to-use charge mechanic, using the right Charge Level depending on the situation is key to mastering the Hammer. You can charge it up to four levels, each having unique properties and different damage values!
Players can deal ludicrous amounts of damage on a monster once they are stunned, and that goes exceptionally hard for Hammer players. Thanks to the Hammer's ability to stun monsters, all players in the team will have multiple windows of opportunity to deal devastating attacks.
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The Hammer now has a move called the Mighty Charge that either can be let go. It is a move that, if accessed through initial charging, requires a lot of time and charge. However, once it hits the monster's head it would deal massive stun damage, making the preparations worth it.
As a shortcut, you can also access the Mighty Charge everytime you finish a Upswing, so keep that in mind whenever you swing for the fences!
Better known as the Keeping Sway from the Rise title, the Charged Step is now a staple move for the Hammer! Successfully doing so will allow the Hunter to retain their charge levels while having invulnerability frames akin to a dodge.
To use the Charged Dash, input the circle button while charging for an attack to sling your hunter a small distance.
Ever since the first iteration of Monster Hunter, the Hammer has always had the Spinning Bludgeon as their Running Charged Lv. 3. The Spinning Bludgeon is now an extension after finishing any Charge Attack, opening up multiple combo possibilities depending on the situation!
Use | Video |
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Timed Swings | |
Freedom of Movement |
Reminiscent of the Hammer's signature charge, you can now time the Upswing by holding down its input and letting go at the opportune time.
The delayed swing is considered an Offset Attack, meaning it will stagger monsters during their attack animations when hit by this variant of the Upswing as a counter-attack.
Furthermore, Hammer players can move between attacks before reaching the Upswing. This freedom of movement is best used as an offensive maneuver through repositioning so that the Upswing can now consistently hit monster heads!
The Hammer's Upswing no longer launches people into the air, lowering the chance of friendly fire. This change also applies to other weapons, such as the Gunlance's Wyvern's Fire.
Action | |
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Overhead Smash ↓ Upswing | ![]() |
Side Smash | ![]() ![]() |
Big Bang | ![]() |
Spinning Bludgeon | After any charge attack![]() ![]() |
Charge | Hold (Can move while charging) ![]() |
Charge Step | ![]() ![]() |
Mighty Charge | ![]() ![]() ![]() |
Mighty Charge Slam | ![]() |
Focus Blow: Earthquake | ![]() ![]() Hold ![]() |
Action | |
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Overhead Smash ↓ Upswing | ![]() |
Side Smash | ![]() ![]() |
Big Bang | ![]() |
Spinning Bludgeon | After any charge attack![]() ![]() |
Charge | Hold (Can move while charging) ![]() |
Charge Step | ![]() ![]() |
Mighty Charge | ![]() ![]() ![]() |
Mighty Charge Slam | ![]() |
Focus Blow: Earthquake | ![]() ![]() Hold ![]() |
Action | |
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Overhead Smash ↓ Upswing | ![]() |
Side Smash | ![]() ![]() |
Big Bang | ![]() |
Spinning Bludgeon | After any charge attack![]() ![]() |
Charge | Hold (Can move while charging)) ![]() |
Charge Step | ![]() ![]() |
Mighty Charge | ![]() ![]() ![]() |
Mighty Charge Slam | ![]() |
Focus Blow: Earthquake | ![]() ![]() Hold ![]() |
Best Hammer Combos |
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Combo Input |
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Currently, this is the best bread-n'-butter combo of the Hammer in Monster Hunter Wilds due to its ability to access Mighty Charge quickly, only needing about 6.5 seconds to complete. This combo is used to promptly set up an offset attack with the Upswing or as a high-damaging quick punish.
Depending on the position or length of a monster's downtime, adjust whether or not to proceed with the Mighty Charge Upswing or Slam. After the attack, you can reposition with a dodge, repeat the combo, or transition into different attack branches.
Combo Input |
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This combo has you do the Big Bang Combo until the fourth hit, and then transition into Mighty Charge to deal the highest amount of damage the Hammer can dish out.
However, this combo takes a significant amount of time to perform, so it is best used when the monster is toppled down or stunned.
Combo Input |
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( Hold ![]() ![]() ![]() |
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(Hold ![]() ![]() ![]() |
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(Hold ![]() ![]() ![]() |
This combo is best used for generally poking the monster or when you need to close the distance and quickly punish them. This combo also deals more damage than the generic Charged Big Bang and can be used to transition into the Overhead Slam, meaning you can access the Upswing if given enough time!
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When the opponent is wounded and you are able to stagger during Focus Blow: Earthquake, utilize the time you get to charge and transition to Mighty Charge to deal massive amounts of damage to the monster.
Hammer Advanced Tips |
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Offset Attacks are one of the best ways to have fast monster clears due to their ability to stagger monsters and set off Counterstrike. The Hammer, while a little unconventional, has access to this as the Upswing obtains these properties by delaying its release.
The quickest way to access the Upswing is by doing a Side Smash to transition into a Overhead Smash II. After that, you can move a short distance and then hold the primary attack button to do an Offset Upswing!
All Offset Attacks and How to Use
The highest damage a Hammer can do in Monster Hunter Wilds is hitting the final swing of the new Mighty Charge. The challenge with the Mighty Charge, however, is the amount of time to set it up with the conventional charge.
The best way to currently access this new move is to use the Upswing as it can seamlessly transition into Mighty Charge. Do note that applying this strategy needs getting used to as you will need to know most of the monster's moveset!
Charged Step, while a simple move itself, has multiple uses that open the Hammer up for different strings depending on what the Hunter wants to achieve:
You always have the option to dodge out of both your Charge and Charge attacks when you are far away or you think you cannot safely damage a monster. Knowing when to dodge-cancel your charges is a solid indicator for an exceptional Hammer user!
When you are aiming for specific parts to break or just to make aiming for the head easier, you can use Focus Mode to aim your Mighty Charge Slams.
For example, it is paramount to stack your damage on Arkveld's chains when it is glowing so that it will get staggered or topple over. In that scenario, Arkveld's head takes priority of the damage when you are near it, so use Focus Mode to aim your last swing!
Weapon Ranking | ||
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Damage Type | Entry Barrier | Difficulty to Master |
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Low | ★★★★☆ |
Weaknesses and Strengths | ||
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Entry Barrier pertains to how easy it is to learn the weapon from scratch, while Difficulty to Master is a rating on how difficult it is to perfectly execute the weapon mechanics.
The Hammer is at the B Tier because while it has the potential to deal absurd amounts of damage, the effort it takes for it to produce those numbers when compared to the other weapons is significantly high. Furthermore, while it has an offset attack, it is barred by difficulty, unlike other weapons!
The Hammer is considered one of the easiest weapons to pick up due to its simple mechanics and ability to move while charging its attacks.
However, this weapon is challenging to master since you mustlearn most of a monster's move set and timings to punish its openings properly. In short, this weapon requires you to always be at the right place and time, the opportune moment to bonk!
All Weapon Tutorials | |||||
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All Weapon Trees | |||||
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yeah I don’t even understand why the author put that in…
Hammer Weapon Guide and Best Combos
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Hello! Thank you for pointing out this error. The page has been updated to reflect the correct and official term for Upswing. We appreciate the feedback!