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☆ NEW: Pre-Launch Update Summary
★ Open Beta access has ended
┗ Available Platforms | Release Countdown
☆ Weapon Types | Best Weapons
★ See a list of all confirmed Monsters
☆ Check out our Beginner's Guide!
The Hammer is a blunt weapon with satisfying destructive power on top of its mobility in Monster Hunter Wilds. See what new actions the Hammer can perform, how to use it, its controls, and the best combos in this guide, as well as the pre-launch update.
The Hammer's Upswing will no longer be able to launch 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. This change, however, had a mixed reception with the community.
Platform | Move Input |
---|---|
PC | (At Charge Level 3)
↓ +
↓ (Hold until red then release) |
PS5 | (At Charge Level 3)
↓ +
↓ (Hold until red then release) |
Xbox | (At Charge Level 3)
↓ +
↓(Hold until red then release) |
A new powerful charge move similar to the Spinning Bludgeon makes its way to Monster Hunter Wilds. It's a move that requires a lot of time and charge However, once it hits the monster's head it would deal massive damage and could potentially stun it, making the preparations worth it.
Better known as the Keeping Sway from the Rise title, the Charged Step has become a staple move for the Hammer!
To use the Charged Dash, input the circle button while charging for an attack to sling your hunter a small distance. Successfully doing so will allow the Hunter to retain their charge levels and invulnerability frames.
Ever since the first iteration of Monster Hunter, the Hammer has the Spinning Bludgeon as their Running Charged Lv. 3. With Wilds, the Spinning Bludgeon is now an extension after finishing any Charge Attack, opening up multiple combo possibilities depending on the situation!
Hammer Gameplay Tips |
---|
|
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 |
---|---|---|
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!
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:
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.
Action | PC | PS5 | Xbox |
---|---|---|---|
Overhead Smash → Wild Swing | |||
Side Smash | + |
+ |
+ |
Big Bang | (multiple times) |
(multiple times) |
(multiple times) |
Spinning Bludgeon | After any charge attack + |
After any charge attack + |
After any charge attack + |
Charge | Hold (Can move while charging) |
Hold (Can move while charging) |
Hold (Can move while charging) |
Charged Step |
(Press and Hold)
↓ |
(Press and Hold)
↓ |
(Press and Hold)
↓ |
Mighty Charge | (At Charge Level 3)
↓ + |
(At Charge Level 3)
↓ + |
(At Charge Level 3)
↓ + |
Mighty Charge Slam | (Hold after Mighty Charge then release) | (Hold after Mighty Charge then release) | (Hold after Mighty Charge then release) |
Focus Blow: Earthquake | +
Hold to charge
|
+
Hold to charge
|
+
Hold to charge
|
Platform | Combo Input |
---|---|
PC |
( + )
→
→
|
PS5 |
( + )
→
→
|
Xbox |
( + )
→
→
|
Use this combo when you are confident your position is optimal and that you got the opponent's timing right. This combo tries to quickly access Wild Swing's motion value by using Side Blow.
Platform | Combo Input |
---|---|
PC | Hold
→ Mighty Charge Slam
→ + (spin 4 times)
→ |
PS5 | Hold
→ Mighty Charge Slam
→ + (spin 4 times)
→ |
Xbox | Hold
→ Mighty Charge Slam
→ + (spin 4 times)
→ |
If you are in the correct position after knocking down a monster, use this combo to deal the maximum amount of damage possible. With the ability to use Spinning Bludgeon after most charge attacks, you can adjust on the fly whether or not to let go early!
Platform | Combo Input |
---|---|
PC | x5
|
PS5 | x5
|
Xbox | x5
|
Use this Big Bang combo when you are late to punish a stunned opponent due to being out of position.
Platform | Combo Input |
---|---|
PC | +
→ Hold to charge |
PS5 | +
→ Hold to charge |
Xbox | +
→ Hold to charge |
When the opponent is wounded and you are able to stagger during Focus Blow: Earthquake, utilize the time you get to charge to deal massive amounts of damage to the monster.
All Weapon Types | |||||
---|---|---|---|---|---|
Great Sword | Long Sword | Sword & Shield | |||
Dual Blades | Hammer | Hunting Horn | |||
Lance | Gunlance | Switch Axe | |||
Charge Blade | Insect Glaive | Light Bowgun | |||
Heavy Bowgun | Bow |
Hammer Weapon Guide and New Moves
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