Hammer |
|
---|---|
Weapon Type | Melee |
Damage Type | Blunt Damage |
Hammer (ハンマー hanmaa, "hammer") is one of the fourteen weapon categories in Monster Hunter Rise (MHR or MHRise). Like all Weapons, it features a unique set of moves and an upgrade path that branches out depending on the materials used.
A blunt force weapon that hits hard yet doesn't hamper mobility. A smack to the head may stun enemies. Has powerful charge attacks and a variety of maneuvers.
Hammer Weapon Tree
- You can check out our Hammer Weapon Tree to find the different upgrade paths for the Hammer weapon category.
- Click here for a Comparative List of Hammers.
- Click here to see MH Rise Hammers Builds. These builds were created around the weapon types, each with a specific set of handpicked Weapons, Equipment and complementing Skills and Decorations. These builds with Specific Hammers may be paired with a set of Armor to optimize the combination in order to create a Build type focused on the Skills available with the selected equipment.
- Master Rank Hammers are the top tier Hammers available in Monster Hunter Rise, and as all Master Rank Weapons, can only be obtained by owning the Sunbreak Expansion. These weapons use Master Rank Materials that can be obtained by completing quests and doing endgame content. Click here to see all Master Rank Hammers
Best Hammer of MH Rise
Hammer Weapon Traits
- Doesn't hamper mobility despite its weight.
- Deals only blunt damage, which stuns (KO) monsters.
- Hard hitting moveset complemented by powerful charge attacks.
Hammer Weapon Features
Weapon Advantages
- Powerful attacks that can more easily stun and exhaust monsters compared to most other weapons.
- Surprisingly high mobility despite the weapon's heavy nature and unique charge mechanics.
- One of the more easy-to-learn weapons for beginners, and easy-to-master for advanced players.
Weapon Disadvantages
- Limited weapon reach, requiring more precise understanding of hitboxes and monster movesets.
- No moves that can deal Severing Damage, therefore unable to cut monster tails.
- Can be very stamina-intensive, requiring good management of the resource.
Hammer Controls
- : Overhead Smash
- : Side Smash
- Hold : Charge
- While Charging : Charged Attack
- Press while charging: Charge Switch
- Charge Switch: Changes Charge Attack action. Activate it again to reset it. Doing so will also set your charge level to max.
- Charge: Holding down the Charge button will expend stamina to store up power. There are three charge levels, each with its own attack variation.
Silkbind Controls
- Press + : Silkbind Spinning Bludgeon
- Press + : Impact Crater
- Silkbind Spinning Bludgeon: A forward leaping attack. You can charge before unleashing the attack by holding the charge button, massively increasing its power.
- Impact Crater: Jump straight up and dish out a devastating rising attack that also hits multiple times on the way down. The number of hits you'll land and the damage you'll deal depends on how much you charge prior to activation. (Wirebug Gauge Cost: 2)
Hammer Weapon Useful Combos
Basic Combo
- , , : Overhead Smash I > Overhead Smash II > Upswing
Big Bang Combo
- , , , , : Side Smash > Big Bang I > Big Bang II > Big Bang III > Big Bang Finisher
Charged Side Blow Combo
- Hold , , : Charged Side Blow > Charged Follow-up > Overhead Smash I
Monster-Stunning Combo
- Hold , , , : Charge II > Side Smash > Overhead Smash II > Upswing
Spinning Bludgeon Follow-ups
- Note: Release at charge tier 3 while moving.
- Hold , Hold , during first spin: Charge > Spinning Bludgeon > Spinning Side Smash
- Hold , Hold , 2nd to 3rd spin: Charge > Spinning Bludgeon > Spinning Follow-up
- Hold , Hold , 4th to 5th spin: Charge > Spinning Bludgeon > Spinning Strong Upswing
Hammer Silkbind Attacks
Impact Burst
A Silkbind attack that wraps your weapon in Ironsilk.
For a short period of time, any charged attack performed causes the silk to vibrate, creating a shockwave that makes it easier to flinch monsters.
Silkbind Spinning Bludgeon
Unleashes a spinning attack that deals multiple hits while leaping forward. You can perform this attack from a charged state, or hold down the charge button when the move starts to charge it up and let rip anytime you want by releasing the button.
Press +
Can be switched out with Dash Breaker
Hammer Switch Skills
Switch Skills in Monster Hunter Rise (MHR or MHRise) refer to swappable moves in a Weapon's moveset. Each of the 14 Weapon-types have 3 sets of 2 moves that can be switched out with each other, allowing for a diverse, customizable approach to combat. Switch Skills are unlocked by progressing in the game, with each set having a default move that is available from the beginning.
- Each Weapon-type has a set of swappable Silkbind Attacks and 2 sets of swappable standard moves in the base game.
- The first set of Switch Skills are unlocked by completing the Lv. 3⭐Urgent Village Quest Feathered Frenzy
- The second set of Switch Skills are unlocked by forging or upgrading 8 Weapons within a Weapon-type. Note that this needs to be done for every Weapon-type that you want to unlock Switch Skills for.
- The third set of Switch Skills are unlocked by completing the associated High Rank Hub Quest from Master Utsushi. These quests are unlocked by gaining access to the required Hub Quest rank.
- Lv. 5⭐ Honing Your Hammer for the Hammer.
- Once unlocked, Switch Skills can be swapped at any Item Box and Switch Skill combinations can be saved to Item Loadouts as well.
- The Sunbreak Expansion introduces the Switch Skill Swap mechanic, where hunters can preload 2 Switch Skill loadouts and swap between them freely during hunts. Hunters will also now have access to a total of 5 sets of swappable Switch Skills, including new Silkbind Attacks and regular moves.
- This expansion also introduces the Swap Evade, a special dodge maneuver that can be performed right after a Switch Skill Swap, allowing hunters to quickly evade and maintain distance while safely swapping skill sets.
- In the table below, the left column represents default moves available from the beginning, while the right represents unlockable Switch Skills.
Switch Skill Swap Mechanic
The Switch Skill Swap mechanic allows the hunter to assign Switch Skill loadouts and swap between them on the fly, whether in combat or otherwise. This allows the hunter to further expand their arsenal of available moves during hunts and to further customize their builds to accommodate their playstyle. Being able to make split-second decisions to swap loadouts and use specific moves to counter monster attacks as they wind up is sure to add an exciting new dimension to monster hunting.
With the Switch Skill Swap mechanic, hunters are given two loadouts to switch between, denoted by the Red Scroll and Blue Scroll icons on the UI. Hunters can set up each loadout from the Item Box at Kamura Village, Elgado Outpost or even at Camps while out on hunts, just as they would when assigning Switch Skills individually. When out on hunts, hunters can swap between the two loadouts by holding and pressing the + buttons. The character will perform a quick animation and briefly flash with energy, signifying a successful swap.
NEW! Hammer Switch Skills introduced with the Sunbreak Expansion | |
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Switch Skill Set 1 | |
Side Smash |
Switch Skill Name |
A side swipe with the hammer. Can be used as a starting point for a Big Bang combo. |
Switch Skill Description |
Controls
|
Controls |
Switch Skills Set 2 | |
Charge Switch: Strength |
Switch Skill Name |
A special action affecting charge attacks. Lengthens required charge time, but allows for more powerful actions. |
Switch Skill Description |
Controls
|
Controls |
Switch Skills Set 3 | |
Spinning Bludgeon |
Spinning Bludgeon: Charge |
Charge as you advance to unleash a devastating spinning attack. The attack hits with each rotation allowing you to land multiple successive blows. In addition, the number of rotations determines which attack can be performed next.
|
A technique that stores released power and funnels it into the next Charge Switch attack. Power is built up when performing a Spinning Bludgeon. The charge level is then maintained when executing a Charge Switch. Make good use of this to unleash a series of level 3 charged attacks.
|
Controls
|
Controls
|
Switch Skills Set 4 (Silkbind) | |
Silkbind Spinning Bludgeon |
Dash Breaker |
A spinning attack using a Wirebug. It moves along an arc pattern much like midair spinning attacks performed on a slope, but is just as effective on flat terrain. (Wirebug Gauge recover speed: Fast)
|
An attack performed by rushing forward with the help of a Wirebug. A simple skill evoking the philosophy of "beelining and then smashing." Any enemy attack damage is negated while launching forward. (Wirebug Gauge recover speed: Fast)
|
Controls
|
Controls
|
Keeping Sway |
|
A maneuver that uses a Wirebug to quickly evade an attack at high speed. By using a Wirebug, you're able to maintain your charge during the evade. (Wirebug Gauge recovery speed: Fast)
|
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Controls
|
|
Switch Skills Set 5 (Silkbind) | |
Impact Crater |
Impact Burst |
A Silkbind attack that makes you leap in the air and come down with multiple earth-shattering strikes. The power of the attack and number of hits you'll land are determined by your charge level at the start of the attack. (Wirebug Gauge recovery speed: Fast)
|
A Silkbind attack that wraps your weapon in Ironsilk. For a short period of time, any charged attack performed causes the silk to vibrate, creating a shockwave that makes it easier to flinch monsters. (Wirebug Gauge recovery speed: Medium)
|
Controls
|
Controls
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Hammer Controls
- : Overhead Smash
- : Side Smash
- Hold : Charge
- While Charging Hold W: Charged Attack
- Press while charging: Charge Switch
- Charge Switch: Changes Charge Attack action. Activate it again to reset it. Doing so will also set your charge level to max.
- Charge: Holding down the Charge button will expend stamina to store up power. There are three charge levels, each with its own attack variation.
Silkbind Controls
- Press + : Silkbind Spinning Bludgeon
- Press + : Impact Crater
- Silkbind Spinning Bludgeon: A forward leaping attack. You can charge before unleashing the attack by holding the charge button, massively increasing its power.
- Impact Crater: Jump straight up and dish out a devastating rising attack that also hits multiple times on the way down. The number of hits you'll land and the damage you'll deal depends on how much you charge prior to activation. (Wirebug Gauge Cost: 2)
Hammer Weapon Useful Combos
Basic Combo
- , , : Overhead Smash I > Overhead Smash II > Upswing
Big Bang Combo
- , , , , : Side Smash > Big Bang I > Big Bang II > Big Bang III > Big Bang Finisher
Charged Side Blow Combo
- Hold W, , : Charged Side Blow > Charged Follow-up > Overhead Smash I
Monster-Stunning Combo
- Hold W, , , : Charge II > Side Smash > Overhead Smash II > Upswing
Spinning Bludgeon Follow-ups
- Note: Release at charge tier 3 while moving.
- Hold W, W A S D + Hold W, during first spin: Charge > Spinning Bludgeon > Spinning Side Smash
- Hold W, W A S D + Hold W, 2nd to 3rd spin: Charge > Spinning Bludgeon > Spinning Follow-up
- Hold W, W A S D + Hold W, 4th to 5th spin: Charge > Spinning Bludgeon > Spinning Strong Upswing
Hammer Silkbind Attacks
Impact Burst
A Silkbind attack that wraps your weapon in Ironsilk.
For a short period of time, any charged attack performed causes the silk to vibrate, creating a shockwave that makes it easier to flinch monsters.
Silkbind Spinning Bludgeon
Unleashes a spinning attack that deals multiple hits while leaping forward. You can perform this attack from a charged state, or hold down the charge button when the move starts to charge it up and let rip anytime you want by releasing the button.
- While holding , press
Hammer Switch Skills
Switch Skills in Monster Hunter Rise (MHR or MHRise) refer to swappable moves in a Weapon's moveset. Each of the 14 Weapon-types have 3 sets of 2 moves that can be switched out with each other, allowing for a diverse, customizable approach to combat. Switch Skills are unlocked by progressing in the game, with each set having a default move that is available from the beginning.
- Each Weapon-type has a set of swappable Silkbind Attacks and 2 sets of swappable standard moves in the base game.
- The first set of Switch Skills are unlocked by completing the Lv. 3⭐Urgent Village Quest Feathered Frenzy
- The second set of Switch Skills are unlocked by forging or upgrading 8 Weapons within a Weapon-type. Note that this needs to be done for every Weapon-type that you want to unlock Switch Skills for.
- The third set of Switch Skills are unlocked by completing the associated High Rank Hub Quest from Master Utsushi. These quests are unlocked by gaining access to the required Hub Quest rank.
- Lv. 5⭐ Honing Your Hammer for the Hammer.
- Once unlocked, Switch Skills can be swapped at any Item Box and Switch Skill combinations can be saved to Item Loadouts as well.
- The Sunbreak Expansion introduces the Switch Skill Swap mechanic, where hunters can preload 2 Switch Skill loadouts and swap between them freely during hunts. Hunters will also now have access to a total of 5 sets of swappable Switch Skills, including new Silkbind Attacks and regular moves.
- This expansion also introduces the Swap Evade, a special dodge maneuver that can be performed right after a Switch Skill Swap, allowing hunters to quickly evade and maintain distance while safely swapping skill sets.
- In the table below, the left column represents default moves available from the beginning, while the right represents unlockable Switch Skills.
NEW! Hammer Switch Skills introduced with the Sunbreak Expansion | |
---|---|
Switch Skill Set 1 | |
Side Smash |
Switch Skill Name |
A side swipe with the hammer. Can be used as a starting point for a Big Bang combo. |
Switch Skill Description |
Controls
|
Controls |
Switch Skills Set 2 | |
Charge Switch: Strength |
Switch Skill Name |
A special action affecting charge attacks. Lengthens required charge time, but allows for more powerful actions. |
Switch Skill Description |
Controls
|
Controls |
Switch Skills Set 3 | |
Spinning Bludgeon |
Spinning Bludgeon: Charge |
Charge as you advance to unleash a devastating spinning attack. The attack hits with each rotation allowing you to land multiple successive blows. In addition, the number of rotations determines which attack can be performed next.
|
A technique that stores released power and funnels it into the next Charge Switch attack. Power is built up when performing a Spinning Bludgeon. The charge level is then maintained when executing a Charge Switch. Make good use of this to unleash a series of level 3 charged attacks.
|
Controls
|
Controls
|
Switch Skills Set 4 (Silkbind) | |
Silkbind Spinning Bludgeon |
Dash Breaker |
A spinning attack using a Wirebug. It moves along an arc pattern much like midair spinning attacks performed on a slope, but is just as effective on flat terrain. (Wirebug Gauge recover speed: Fast)
|
An attack performed by rushing forward with the help of a Wirebug. A simple skill evoking the philosophy of "beelining and then smashing." Any enemy attack damage is negated while launching forward. (Wirebug Gauge recover speed: Fast)
|
Controls
|
Controls
|
Keeping Sway |
|
A maneuver that uses a Wirebug to quickly evade an attack at high speed. By using a Wirebug, you're able to maintain your charge during the evade. (Wirebug Gauge recovery speed: Fast)
|
|
Controls
|
|
Switch Skills Set 5 (Silkbind) | |
Impact Crater |
Impact Burst |
A Silkbind attack that makes you leap in the air and come down with multiple earth-shattering strikes. The power of the attack and number of hits you'll land are determined by your charge level at the start of the attack. (Wirebug Gauge recovery speed: Fast)
|
A Silkbind attack that wraps your weapon in Ironsilk. For a short period of time, any charged attack performed causes the silk to vibrate, creating a shockwave that makes it easier to flinch monsters. (Wirebug Gauge recovery speed: Medium)
|
Controls
|
Controls
|
Hammers are a type of Weapon in Monster Hunter Rise (MHR or MHRise). This page shows a visual gallery of all different styles for Hammers. as well as a comparison table comparing the most imporant aspects such as Attack, Sharpness, Affinity, etc. Weapons are often upgraded based on previous decisions, with different paths leading to different looks and necessitating different materials. You can find detailed upgrade path information in the Hammer Weapon Tree or by clicking each individual weapon below.
For a comprehensive guide on how to use Hammers, please click the following link: Hammer
Hammers in Monster Hunter Rise
Quick Search of All Hammers
Hammer Gallery
Hammer Defender Weapons
Hammer Kamura Weapons
Master Rank Hammer Kamura Weapons
Hammer Ore Weapons
Master Rank Hammer Ore Weapons
Hammer Bone Weapons
Master Rank Hammer Bone Weapons
Hammer Independent Weapons
Master Rank Hammer Independet Weapons
Hammer Weapon Tree for Monster Hunter Rise (MHR or MHRise) features the different upgrade paths for the Hammer weapon. In Monster Hunter Rise, there are 14 categories of weapons that players can choose from to use for hunting Monsters. The Hammer is a blunt force weapon that hits hard yet doesn't hamper mobility, a smack to the head may stun enemies. The Hammer has powerful charge attacks and a variety of maneuvers. This page lists all of the Hammers in Monster Hunter Rise, showing their effectiveness and upgrade paths.
Hammer Weapon Traits
- Doesn't hamper mobility despite its weight.
- Deals only blunt damage, which stuns (KO) monsters.
- Hard hitting moveset complemented by powerful charge attacks.
- A blunt force weapon that hits hard yet doesn't hamper mobility.
- A smack to the head may stun enemies. Has powerful charge attacks and a variety of maneuvers.
Master Rank Hammer Weapons
Introduced with the release of the Sunbreak Expansion, Master Rank Weapons are a brand new and more powerful tier of Weaapons available to hunters to help them deal with the deadlier Monsters that can be found on the Sunbreak Expansion.
Note that these Weapons can only be accessed by players that have purchased and installed the Sunbreak Expansion. For those who own the expansionless version of Monster Hunter, these Weapons are unobtainable.
- You can check out the Hammer Weapon Tree to find the different upgrade paths for each Master Rank Hammer weapon.
Hammer Weapon Features
Weapon Advantages
- Powerful attacks that can more easily stun and exhaust monsters compared to most other weapons.
- Surprisingly high mobility despite the weapon's heavy nature and unique charge mechanics.
- One of the more easy-to-learn weapons for beginners, and easy-to-master for advanced players.
Weapon Disadvantages
- Limited weapon reach, requiring more precise understanding of hitboxes and monster movesets.
- No moves that can deal Severing Damage, therefore unable to cut monster tails.
- Can be very stamina-intensive, requiring good management of the resource.
Important: For a comprehensive guide on how to use Hammers, please click the following link: Hammer
MH Rise Hammer Weapon Tree
Hammer Defender Weapon Tree
- Defender Hammer I
110 30- Champion Hammer
150 30- Champion Hammer II
190 30- Champion Hammer III
210 30- Guardian Hammer
230 30
- Guardian Hammer
- Champion Hammer III
- Champion Hammer II
- Champion Hammer
Hammer Kamura Tree
- Kamura Hammer I
50- Kamura Hammer II
60
- Kamura Hammer III
90- Kamura Hammer IV
140- Kamura Hammer V
150- Kamura Ninja Hammer
190- Kamura Warrior Hammer 240
- Kamura Warrior Hammer + 280
- Duke Smiter 310 30
- Tooth Grinder 310 30
- Kamura Warrior Hammer 240
- Kamura Ninja Hammer
- Kamura Hammer V
- Purity Hammer I
120 21- Purity Hammer II
170 26- Sinter Hammer
200 31- Sinter Hammer + 29020% 33
- Enlightenment Hammer 30020% 35
- Enlightenment Hammer + 31020% 38
- Pure Hammer Mitama 31010% 21
- Enlightenment Hammer 30020% 35
- Sinter Hammer + 29020% 33
- Sinter Hammer
- Purity Hammer II
- Binding Bludgeon I
90 23- Binding Bludgeon II
160 27- Armored Gogue
170 30- Armored Gogue + 230 31
- Armored Megagogue 240 32
- Armored Megagogue + 320 34
- Armored Megagogue 240 32
- Armored Gogue + 230 31
- Armored Gogue
- Almudron Hammer I
130 40- Almudron Hammer II
140 48- Doom Bringer Hammer
190 51- Hell Bringer Hammer 260 64
- Hell Bringer Hammer + 300 69
- Doomsday Hammer 310 74
- Hell Bringer Hammer + 300 69
- Magma Masher 280 67
- Magma Masher + 300 70
- Volcanic Impact 310 75
- Magma Masher + 300 70
- Hell Bringer Hammer 260 64
- Doom Bringer Hammer
- Almudron Hammer II
- Binding Bludgeon II
- Five-Pronged Hammer I
120- Five-Pronged Hammer II
180- Great Pronged Hammer
190 - Higher Pronged Hammer 260 15
- Higher Pronged Hammer + 280 18
- Peak Pronged Hammer 320 24
- Higher Pronged Hammer + 280 18
- Great Pronged Hammer
- Five-Pronged Hammer II
- Kamura Hammer IV
- Wroggi Hammer I
90 27- Wroggi Hammer II
130 31- Dirty Hammer
140 36- Dirty Hammer + 23037
- Heavy Hammer 320 38
- Dirty Hammer + 23037
- Dirty Hammer
- Wroggi Hammer II
- Gun Hammer I
90 37- Gun Hammer II
150 45- Deadeye Revolver
160 50- Break Revolver 23015 53
- Break Revolver + 25020 56
- Burst Revolver 32030 61
- Break Revolver + 25020 56
- Break Revolver 23015 53
- Deadeye Revolver
- Gun Hammer II
- Kamura Hammer III
- Kamura Hammer II
Hammer Ore Tree
- Iron Hammer I
80- Iron Devil
100
- War Hammer I
110- War Mace
140- War Stamp I
160- War Basher
180- Astalos Sparkler 29020% 28
- Astalos Sparkler + 30020% 32
- Astalos Striker 31020% 36
- Astalos Sparkler + 30020% 32
- Astalos Sparkler 29020% 28
- Great Nova I
160 35- Great Nova II
180 37- Super Nova
200 40- Super Nova + 25010 46
- Hyper Nova 28015 52
- Hyper Nova + 32020 59
- Hyper Nova 28015 52
- Super Nova + 25010 46
- Super Nova
- Great Nova II
- War Basher
- Striped Striker I
150- Striped Striker II
210- Tigrex Hammer
220- Tigrex Hammer + 330-20%
- Huge Tigrex Hammer 340-20%
- Huge Tigrex Hammer + 350-20%
- Huge Tigrex Hammer 340-20%
- Tigrex Hammer + 330-20%
- Tigrex Hammer
- Striped Striker II
- Flaming Fury I
140 17- Flaming Fury II
210 20- Phoenix Fury
230 22- Phoenix Fury + 280 -20% 26
- Phoenix Testament 320 -20% 29
- Phoenix Testament + 350 -20% 32
- Phoenix Testament 320 -20% 29
- Phoenix Fury + 280 -20% 26
- Phoenix Fury
- Flaming Fury II
- War Stamp I
- Glacial Bash I
90 21- Glacial Bash II
100 23- Glacial Crunch
160 27- Glacial Blanche 260 35% 32
- Glacial Blanche + 280 35% 35
- Avalanche Ritter 300 35% 38
- Glacial Blanche + 280 35% 35
- Glacial Blanche 260 35% 32
- Glacial Crunch
- Glacial Bash II
- War Mace
- Kulu Bludgeon I
100- Kulu Bludgeon II
110- Kulu Crusher
160- Kulu Crusher + 23020%
- Kulu Katolos Stick 32020%
- Kulu Crusher + 23020%
- Devil Masher I
160 10- Devil Masher II
180 14- Iron Devil's Soul
220 17- Iron Devil's Respect 260 18
- Iron Devil's Respect + 310 19
- Iron Giant's Soul 330 22
- Iron Devil's Respect + 310 19
- Iron Devil's Respect 260 18
- Iron Devil's Soul
- Devil Masher II
- Kulu Crusher
- Kulu Bludgeon II
- War Hammer I
- Unbearable Hammer I
120 - Unbearable Hammer II
130- Barbearic Hammer
180- Barbearic Hammer + 250
- Bearly Eyhammer 340
- Barbearic Hammer + 250
- Frilled Blow I
90 18- Frilled Blow II
120 21- Illusory Frilled Blow
180 26- Illusory Frilled Blow + 260 28
- Nightmare Frilled Blow 290 30
- Nightmare Frilled Blow + 320 32
- Nightmare Frilled Blow 290 30
- Bloom Snow Blow 270 67
- Bloom Snow Blow + 300 72
- Flicker Blizzard Blow 310 76
- Bloom Snow Blow + 300 72
- Illusory Frilled Blow + 260 28
- Illusory Frilled Blow
- Frilled Blow II
- Barbearic Hammer
- Bag o' Horrors I
80 42- Bag o' Horrors II
90 43- Bag o' Thunder
140 46- Bag o' Thunder + 240 47
- Bag o' Booms 270 48
- Bag o' Booms + 310 50
- Bag o' Booms 270 48
- Bag o' Thunder + 240 47
- Bag o' Thunder
- Bag o' Horrors II
- Frozen Core I
90 20- Frozen Core II
100 22- Cocytus
150 32- Niflheim 250 39
- Niflheim + 290 46
- Pykrete Punisher 320 54
- Hammer of Winter Moon 290 22
- Hammer of Winter Moon + 310 25
- Hammer of Snowfallen 320 28
- Hammer of Winter Moon + 310 25
- Niflheim + 290 46
- Niflheim 250 39
- Cocytus
- Frozen Core II
- Iron Devil
Hammer Bone Tree
- Bone Hammer I
90- Bone Hammer II
110
- Hard Bone Hammer
130- Bone Bludgeon I
150- Bone Bludgeon II
170- Heavy Bone Bludgeon
190
- Diablos Hammer I
220- Diablos Hammer II
230
- Diablos Tail
240- Diablos Maul + 240-25%15
- Finishing Hammer 350-25%15
- Finishing Hammer + 360-25%30
- Finishing Hammer 350-25%15
- Diablos Maul + 240-25%15
- Diablos Tail
- Diablos Hammer II
- Diablos Hammer I
- Heavy Bone Bludgeon
- Cyclo-Hammer I
160- Cyclo-Hammer II
220- Atlas Hammer
230- Atlas Hammer + 270
- Atlas Crusher 310
- Atlas Crusher + 340
- Ceanataur Head Axe 280 15
- Ceanataur Head Axe + 300 16
- Big Blue Chopper 320 18
- Ceanataur Head Axe + 300 16
- Matraca Hammer 30010%
- Matraca Hammer + 31010%
- Argyl Hammer 32010%
- Matraca Hammer + 31010%
- Atlas Crusher 310
- Atlas Hammer + 270
- Atlas Hammer
- Pukei Hammer I
160 40- Pukei Hammer II
180 47- Datura Club
190 54- Datura Club + 240 56
- Datura Pounder 270 58
- Datura Pounder + 310 66
- Datura Pounder 270 58
- Datura Club + 240 56
- Datura Club
- Pukei Hammer II
- Cyclo-Hammer II
- Bone Bludgeon II
- Bone Bludgeon I
- Basarios Blow I
120- Basarios Blow II
160- Basarios Bash
190- Red Bludgeon I
190 27- Red Bludgeon II
200 31- Huracan Hammer
210 34- Huracan Hammer + 300 5% 38
- Rathalos Cosh 310 10% 45
- Leonid Starcrusher 300 35% 68
- Rosenhammer 290 20% 15
- Rosenhammer + 300 20% 19
- Rosenunwetter 310 20% 23
- Kaktus Unwetter 310 15% 55
- Rosenhammer + 300 20% 19
- Huracan Hammer + 300 5% 38
- Huracan Hammer
- Red Bludgeon II
- Red Bludgeon I
- Basarios Bash
- Yeti Hammer I
170 13- Yeti Hammer II
190 15- Yeti Hammer III
220 17- Abominable Hammer
230 20- Abominable Buster 310 -15% 25
- Abominable Buster + 330 -15% 28
- Abominable Avalanche 350 -15% 31
- Abominable Buster + 330 -15% 28
- Abominable Buster 310 -15% 25
- Abominable Hammer
- Yeti Hammer III
- Yeti Hammer II
- Usurper's Thunder I
120 25- Usurper's Thunder II
190 28- Despot's Crackle
210 33- Despot's Crackle + 300 37
- Oppressor's Sway 320 42
- Despot's Crackle + 300 37
- Despot's Crackle
- Usurper's Thunder II
- Calamitous Portent I
110 12- Calamitous Portent II
120 14- Catastrophic Portent
170 16- Catastrophic Portent + 300 10% 21
- Cataclysmic Portent 320 15% 24
- Catastrophic Portent + 300 10% 21
- Catastrophic Portent
- Calamitous Portent II
- Droth Splashhammer I
100 25- Droth Splashhammer II
100 31- Ludroth Dousehammer
170 37- Ludroth Dousehammer + 230 40
- Lorelei 280 43
- Lorelei + 320 49
- Golm Gavel 300
- Golm Gavel + 320
- Gornir 350
- Golm Gavel + 320
- Lorelei 280 43
- Ludroth Dousehammer + 230 40
- Ludroth Dousehammer
- Droth Splashhammer II
- Basarios Blow II
- Izuchi Hammer I
70- Izuchi Hammer II
90- Snapper Hammer
160- Snapper Hammer + 16015%
- Blower's Hammer 31020%
- Snapper Hammer + 16015%
- Hidden Breaker I
130- Hidden Breaker II
170- Night Eternal
180- Endless Eternia 250 45%
- Endless Eternia + 270 45%
- Avidya Breaker 290 45%
- Ascella's Asterism 330 19
- Endless Eternia + 270 45%
- Endless Eternia 250 45%
- Night Eternal
- Hidden Breaker II
- Carapace Hammer I
120- Carapace Hammer II
150- Barroth Hammer
200- Barroth Charger 250-5%20
- Barroth Charger + 260-5%25
- Barroth Momentum 340-5%30
- Barroth Charger + 260-5%25
- Barroth Charger 250-5%20
- Barroth Hammer
- Carapace Hammer II
- Snapper Hammer
- Izuchi Hammer II
- Hard Bone Hammer
- Bone Hammer II
Hammer Independent Tree
- Silver Splatterer
3100% 48 - Sinister Hammer I
130 15- Sinister Hammer II
140 18
- Sinister Shade Hammer
200 25- Sinister Shade Hammer + 310 28
- Mighty Souldevourer 310 31
- Devil's Die 320 34
- Mighty Souldevourer 310 31
- Sinister Shade Hammer + 310 28
- Sinister Shade Hammer
- Sinister Hammer II
- Wuchtblick 290 20% 23
- Wuchtblick + 300 20% 25
- Achtungsblick 310 20% 27
- Le Judgement 280 40% 28
- La Terre 290 40% 32
- Vergehen Naissance 330 -30% / 20% 43
- Wuchtblick + 300 20% 25
- Egg Hammer I
200- Egg Hammer II
240
- Gargwa Hammer
260- Gargwa Hammer + 360-25%
- Gargegg Hammer 380-25%
- Gargwa Hammer + 360-25%
- Gargwa Hammer
- Egg Hammer II
- Mane Malice I
190 11
- Mane Malice II
220 13
- Mane Malice Rajang
230 16- Mane Malice Rajang + 330-10% 21
- Mane Master Rajang 340-10% 23
- Mane Malice Rajang + 330-10% 21
- Mane Malice Rajang
- Mane Malice II
- Demonlord Sledge 320 18
- Azure Elder Hammer I
180 15
- Azure Elder Hammer II
200 16
- Abyssal Gale Mauler
210 17- Skyfold Boldblow 330 19
- Abyssal Gale Mauler
- Azure Elder Hammer II
- Thunderbolt Hammer I
190 47
- Abyssal Storm Mauler
200 49- Skyfold Furyflash 20073
- Abyssal Storm Mauler
- Icesteel Hammer I
180 36
- Daora's Colossus
190 42- Daora's Colossus + 300 10% 47
- Daora's Hyperborea 310 10% 50
- Daora's Colossus + 300 10% 47
- Daora's Colossus
- Teostra Cratermaker I
180 40
- Teostra Cratergouger
190 46- Teostra Cratergouger + 3005% 57
- Teostra de la Torre 31010% 61
- Teostra Cratergouger + 3005% 57
- Teostra Cratergouger
- Genie's Expanse I
190 28
- Diamalto's Dream
200 32- Diamalto's Dream + 310 37
- Diamgolgo's Phantasm 320 45
- Diamalto's Dream + 310 37
- Diamalto's Dream
- Redwing Drill I
170 40
- Reddnaught Hammer
180 43- Crimson Forcewing 330 45
- Reddnaught Hammer
- Abyssal Windstorm 340-20% 21
- Victorious Northlein 330 26
- Incubus Hammer 350 54
- Teddybear I
110 30- Teddybear II
120 34
- Sleepy Bear
130 38- Sleepy Bear +
210 39- Dreamy Bear
320 43
- Dreamy Bear
- Sleepy Bear +
- Sleepy Bear
- Teddybear II
- Graceful Death I
110 18- Graceful Death II
140 22- Graceful Death III
170 29
- Yadora Morte
180 34- Yadora Morte + 25015 39
- Dark Morte 32020 52
- Yadora Morte + 25015 39
- Yadora Morte
- Graceful Death III
- Graceful Death II
- Pumpking I
120 8- Pumpking II
150 11- Jack-'o-Lantern King
190 14- Jack-'o-Lantern King + 290 20
- Magic Pumpking 330 27
- Jack-'o-Lantern King + 290 20
- Jack-'o-Lantern King
- Pumpking II
- Royal Order's Bludgeon 28010%50
- Royal Order's Bludgeon + 31010%50
- Antique Machina H 330 17
- Rampage Hammer I
150
MHR Weapon Types |
Bow ♦ Charge Blade ♦ Dual Blades ♦ Great Sword ♦ Gunlance ♦ Heavy Bowgun ♦ Hunting Horn ♦ Insect Glaive ♦ Lance ♦ Light Bowgun ♦ Long Sword ♦ Switch Axe ♦ Sword & Shield |
- Anonymous
- Anonymous
- Anonymous
I dont know what's so hard to get about if you dont want knocked up stay out of my head hit box area......
- Anonymous
Hammer buff works differently now and doesn't get cancelled anymore. Basically you charge it once and it stays active for the rest of the mission (your hammer symbol in the upper left corner turns blue).
The only way to cancel it is to activate the charge again, which immediately gives you a full tier 3 charge of your right trigger abilities like spinning bludgeon or impact crater. So this can be useful to get the most out of these attacks if you have enough of a timing to pull them off, but not to charge the weapon up.
- Anonymous
Does anyone know for certain if Hammer has the same drawback as it did in World, where your buff would get cancelled if you received any sort of knockback, stun, etc, from a monster? I've been trying to find out, but can't find any conclusive answers.
- Anonymous
Fextralife is full of lazy people who do the bare minimum needed to drag people into their awful Twitch channel via their never-completed wikis.
Fun fact; UBlock Origin can remove their twitch auto-player without fextralife being able to extort you!
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