Check out this Monster Hunter World: Iceborne guide and walkthrough on how to use the weapon - Hammer! Learn recommended combos, skills, play tips, and more!!!
How To Use Hammer
Related Article On Hammer
How To Use | Best Builds |
Best Skills | Endgame Tier List |
Should You Use Hammer In Iceborne?
Hammer Is Even Better!
With the introduction of Clutch Claw, Hammer got a significant mobility boost. You're less exposed after attacking, you can lower monster defenses with new moves, & can close the distance fast leading you to use the hammer's massive damage to its potential.
Less Exposed After Attack
Hammer is more exposed between swings, but if you immediately press L2 after an attack, you can let loose your clutch claw. If it hits, you close the distance & move in a crouching state leaving you less exposed.
Press △ While Attached
If the cluth claw hits, press △ to attack the monster while attached. This will charge your gauge.
Check out The Clutch Claw Guide Here!Down Monsters With Slinger Burst
By succeeding with a Slinger Burst attack, you can down monsters. Down monsters has their head on the ground letting you pommel it even more.
How To Perform & Use Slinger Burst GuideHammer Tips For Iceborne
Sliding Attack Is Powerful As Before
The iconic hammer move of sliding down a hill is just as devastating, and by using the clutch claw, you can do a immediate follow up attack. The new map: Hoarfrost Reach has many sliding terrain the can be used for such attacks.
Soften Up Monster Parts With Clutch Claw
You can wound monster parts by attacking the same part twice with clutch claw. Focus on monster head with clutch claw to increase your damage and cause stun.
Let Loose Clutch Claw If You See An Opening
Hammer has a inherent characteristics of short reach, and must be near the monster for damage. If you find yourself out of reach, use the clutch claw to get back into the fight.
Hammer Iceborne Weapon Changes
Shoot Slinger Burst While Charging Attacks
The Hammer will be able to shoot Slinger Burst shots even while charging attacks. The charged state of the weapon will not diminish even if you've fired the Slinger Burst shots.
Use Clutch Claw To Grab Onto Monster
The Clutch Claw is useful for Hammer uses as it also doesn't lessen its charged state when fired while charging. This way, Hunters can grab onto the monster and deal charged attack damage to soften monster parts.
Check out the Iceborne Weapon Changes List!Hammer - Overview & Strengths
Heavy Blunt Damage With High Attack Power
The Hammer boasts one of the highest attack power across all the weapons in the game, and is useful for dealing massive amounts of damage on a monster.
Ideal Weapon For Stunning Monsters
As a heavy blunt weapon, the hammer is effective in stunning monsters while dealing high amounts of damage, making a hammer wielder a valuable addition to any team.
Can Break Horns Or Armor But Cannot Cut Off Tails
As a blunt weapon, the hammer will be unable to cut of monster tails, however the hammer is great for breaking off harder parts, such as horns, or armor plating.
Check Out The Damage Type Differences Here!Simple Controls & Move Set
The Hammer features a simple move set, and easy to learn unique features of the weapon such as the Power Charge.
Use Power Charge to Increase Attack & Stun Power
A new feature introduced to hammer in Monster Hunter World is Power Charge, which allows you to spend stamina and charge up the attack & stun power of your weapon.
Power Charge Opens Up Other Moves
When charged up, the hammer opens up other more devastating moves. Moves available will change depending on how much you've charged the weapon.
Immune To Flinching While Charging
Charging also limits your flinch while charging, allowing you to power through certain attacks.
Wide But Short Reach
The hammer hits wide, but has a relatively short reach compared to other melee weapons.
Slow Hitting & Can Leave You Vulnerable
The hammer's attacks hit slow and certain moves can leave you vulnerable to monster counter attack.
Hammer - Recommended Combo List
Overhead Smash Combo
- 1. Overhead Smash I
- 2. Overhead Smash II
- 3. Upswing
A basic useful all around combo.
Combo To Close In Distance
- 1. Charge Tier 2
- 2. Charged Upswing
- 3. Side Smash
- 4. Overhead Smash II
- 5. Charged Upswing
A combo that allows you close in the distance between you and the monster. Ideally, you want to hit and finish the combo to the last hit, but if you notice an incoming attack, dodge to the side safely.
Spinning Bludgeon Combos
- 1. Charge Tier 3 → Spinning Bludgeon → Spinning Side Smash (Δ at the first rotation)
- 2. Charge Tier 3 → Spinning Bludgeon → Spinning Follow Up (Δ at the 2nd or 3rd rotation)
- 3. Charge Tier 3 → Spinning Bludgeon → Spinning Strong Upswing (Δ at the 4th or 5th rotation)
A combo that unleashes your Power Charge via a spinning attack and finishes with a powerful swing. The spinning attack can be finished anytime during the rotation.
Hammer - Recommended Skill List
Increase Attack Power, Defense & Resistances
It's important to increase the attack power of the Hammer to maximize its damage potential. It's also beneficial to keep your hunter consistently attacking.
Recommended Skills To Increase Attack & Stun Power
Skill | Effect |
---|---|
RECOMMENDED! Attack Boost | Increases raw attack power to at least Lvl 4 |
RECOMMENDED! Slugger | Makes it easier to stun monster |
RECOMMENDED! Weakness Exploit | Increases affinity rate of attacks that land on monster weak spots |
Affinity Sliding | Increases affinity by 30% for a short time when sliding |
Airborne | Increases the damage caused by jumping attacks |
Critical Eye | Increases your affinity rate |
Agitator | Increases attack power and affinity when large monsters become enraged |
Handicraft | Increases weapon's sharpness gauge |
This skill mix allows you to complement the hammer's moveset with jumping and sliding attacks to aim for the head. This will allow you to be able to stun monsters quicker.
Recommended Skills To Improve Durability & Resistance
Skill | Effect |
---|---|
RECOMMENDED! Focus | Increases the fill rate for weapons & gauges and the charge rate for weapons with charge attacks |
RECOMMENDED! Earplugs | Prevents stun from monster shouts |
Jump Master | Negates knockback when jumping |
Protective Polish | Weapon does not dull for a time after sharpening |
Speed Sharpening | Shortens sharpening process |
The Hammer relies on the Power Charge quite a lot, which can be removed by receiving an attack, flinching, and stun from monster shouts, thus Jump Master & Ear Plugs work well. This also speeds up Power Charge.
Hammer - Gameplay Tips & Tricks
Focus Your Attacks On The Monster's Head
The key to using the hammer is to use it against the monster's head to stun it and break off horns. Since most of the monster's heads are their weakspots, focus your attacks on monster heads.
Make Use Of Slopes For Aerial Spins
Whenever given an opportunity, make use of the environment's slope to perform a Charged Slide and chain it to a powerful Aerial Spin aimed at the monster's head.
Hammer - Damage Per Move
Motion values are still being confirmed in-game and damage per move written below is based on the Training Area.
Weapon Move | Damage |
---|---|
Spinning Bludgeon | 134 |
Big Bang | Big Bang Finisher: 118 Big Bang IV: 49 Big Bang III: 34 Big Bang II: 24 Big Bang I: 21 |
Charged Brutal Big Bang | 93 |
Charged Attack | Charged Big Bang: 68 Charged Upswing: 29 Charged Side Blow: 14 |
Overhead Smash | Upswing: 65 Overhead Smash II: 17 Overhead Smash I: 28 |
Spinning Strong Upswing | 65 |
Jumping Charged Attack | 49 |
Spinning Side Smash | 42 |
Charged Upswing | 36 |
Spinning Follow Up | 12 |
Side Smash | 11 |
Hammer - Basic Move List
Basic Move List
Button | Move |
---|---|
Standard Attack | |
+ | Side Swing |
Big Bang I | |
Charge | |
After Charging Release | Charged Attack (Attack changes depending on charge tier) |
On Slope: or Press | Slide |
While Sliding | Jumping Charged Attack |
While Sliding | Charged Slide |
While Sliding / On Ivy / Run Up Wall + | Jump |
While Jumping | Jumping Smash |
While Jumping | Mid Air Charge |
While Charging Move List
Button | Move |
---|---|
Power Charge | |
Release | Tier 1: Charged Side Blow Tier 2: Charged Upswing Tier 3: Charged Big Bang |
+ + Release | Tier 1: Charged Side Blow Tier 2: Charged Upswing Tier 3: Spinning Bludgeon |
On Charged Slide or Mid Air Charge | Tier 1: Jumping Charged Attack I Tier 2: Jumping Charged Attack II Tier 3: Jumping Charged Attack III |
On Charged Slide: Release | Tier 1, 2 or 3: Midair Spinning Bludgeon |
Power Charge Move List
Button | Move |
---|---|
After Charging Release | Tier 1: Charged Side Blow Tier 2: Charged Brutal Upswing Tier 3: Charged Brutal Big Bang |
After Charging + + Release | Tier 1: Charged Side Blow Tier 2: Charged Brutal Upswing Tier 3: Spinning Bludgeon |