Hammer Guide

Hammer chases the next clean hit on the head. Track where the head is moving, match the charge release to the available time and distance, and turn that read into a knockout and a full Big Bang. Walk while charging so your release point can follow the head. Blunt attacks normally build stun on the head, although a few monsters also assign stun buildup to an adjacent named part such as the neck. When that stun causes a knockout, commit to Big Bang while the monster cannot move away.

The weapon has no shield. Staying mobile while charging is its main defense: you can keep repositioning until a safe release appears. Hits elsewhere still deal damage, but they build stun only if that monster's data assigns the part a KO modifier. Treat the head as the default target and check adjacent named parts when a monster divides its head region into multiple hitzones.

This guide covers Iceborne's final balance. Complete weapon controls are in the in-game Hunter's Notes; the official manual covers general controls. Combat Mechanics explains why the same swing hits for different numbers, and Motion Values lists every move.

If this weapon is new to you, try it in the Training Area first. Use the in-game Hunter's Notes to practice its basic attacks; this guide explains how to connect them into a hunt.

Charge and Power Charge

Hold the charge while walking, then choose the release that fits the opening. Holding a charge drains stamina, but the charged walk lets you reposition as the head turns. A standing Lv 3 commits you to a longer attack, so use it only when the head will remain in reach until the final hit lands.

Lv 2 is Charged Upswing. It moves you forward and finishes with a high-reaching swing, so it can meet a head that is high or beginning to move away. Use the standing Lv 3 attack when the head will remain in place for its longer animation. Moving Lv 3, releasing on a slope, and releasing after a ledge jump produce different attacks; choose them for the terrain and opening rather than treating every Lv 3 release as the same move.

After Charged Upswing or a standing Lv 3 lands, use the clutch follow-up when the opening is long enough to wound the head. Wounding improves damage dealt to that hitzone and enables the extra wounded-part affinity from . The standing Lv 3 follow-up spins on the way to the monster. The follow-up still takes time and does not prevent damage, so skip it when the monster can retaliate before the clutch weapon attack finishes. Once the sequence ends, begin charging again.

Power Charge is a state, not another charge level. While it is active, the hammer gains 1.07x true Attack and 1.10x stun buildup. Sheathing or being knocked back removes the state. Reactivate Power Charge before returning to the head. While the state is active, it turns Charged Upswing into Charged Brutal Upswing.

Lv 3 reduces charge times by 15%. That can let Lv 3 fit into a shorter opening, but it also shortens the Lv 2 interval in which you can release Charged Upswing.

Big Bang

Big Bang is a long combo for a downed or otherwise immobilized monster. Start it only when the target will remain in reach long enough for the final hit.

If the monster begins to rise before there is time for the full sequence, use the shorter Overhead Smash I → Overhead Smash II → Upswing combo. Upswing is its final hit.

For a short chance to build stun, use Charged Upswing, or Charged Brutal Upswing while Power Charge is active. Each packs substantial stun buildup into one hit and has a built-in Mind's Eye effect, so it does not bounce.

Fight loop

Between openings, maintain Power Charge and carry a charge toward the head. Release a shorter attack rather than waiting for Lv 3 when the opening starts to close, and roll away when the head becomes unsafe. The weapon cannot guard and has no equivalent to Tackle. Save Big Bang for an opening that keeps the head still.

At the start of the hunt, use Flinch Shot when the monster is not enraged, its head is safe to clutch, and a wall is in front of it. A wall collision topples the monster and creates time at the head. A complete Hammer clutch weapon attack applies enough softening buildup to wound in one sequence. After Charged Upswing or a standing Lv 3, use the clutch follow-up when the remaining opening is long enough. Great Jagras is a straightforward training target for practicing this approach: follow its head with the charged walk, then release into its head or neck, both of which build stun.

When the monster is down, use Big Bang if the head will stay in reach for the full combo. If the monster is already getting up, use Overhead Smash I → Overhead Smash II → Upswing on the head instead. Using either combo does not itself remove Power Charge; reactivate the state only if a sheath or knockback removed it.

When the monster's movement shortens an opening, keep walking with the charge to reposition or release a shorter attack. Roll away if neither option is safe, because Hammer has no guard action.

Skills

Build skills around the same decisions as the moveset: make head hits reward you, preserve enough sharpness to keep those hits effective, and add defense for the attacks or interruptions that are ending your hunts. Add only after the more relevant affinity, sharpness, and survival needs are covered. Getting Started explains how meals, , and Armor Sphere build your basic defenses. Combat Mechanics explains Defense, elemental resistance, and . To build stun, blunt damage must connect with a hitzone that has a KO modifier. This is usually the head, with an adjacent named part included on some monsters.

Core

Start with these general priorities, then apply each one only where the weapon, target, and available slots can use its stated benefit.

Core
OffensiveWhy
Lv 3Adds 30% affinity on weak spots and another 20% on wounded weak spots, rewarding accurate hits on a vulnerable, wounded head.
, weapon affinity, and Balance effective affinity with critical-hit damage according to the levels and slots available. Cap effective affinity at 100%, because any amount above that cannot create additional critical hits.
Adds attack and affinity while the monster is enraged. Its value therefore depends on how much of the hunt the monster remains enraged.
SharpnessMaintain white or purple when the weapon can reach it, because dropping to a lower color reduces the damage multiplier. The Keep a color section lists ways to preserve the chosen color.
Core
DefensiveWhy
Lv 3Adds 50 health. Together with the meal's 50-health increase, this raises the hunter's total from the base 100 to 200.
Armor SphereRaises Defense at the smithy. Spend them on armor you expect to keep when hits start to hurt.
Matching resistanceUse , , , , or when the corresponding element and blight are causing trouble.
A chance to reduce the damage you take while you walk the charge toward the head.
Lv 3Removes the stun that sets up a faint. You have no guard.

In a group, add Lv 1 when teammates' attacks are interrupting your positioning or combos. Solo, it does not solve that problem.

Often added, not required:

Core
SkillWhy
Increases stun buildup, which can bring a knockout forward when you keep hitting the head. It does not increase normal damage or guarantee an additional knockout before the hunt ends.
Lv 1Powers up a weapon only while it has no active element, so it belongs only on a qualifying weapon.
Shortens charge time so more openings reach Lv 3, but also gives you less time to release Charged Upswing at Lv 2.
Lv 1Improves the clutch weapon attack's chance to drop slinger ammo. Hammer already wounds in one complete clutch attack.
Lv 4+Extra attack in remaining slots. Lv 4 also adds 5% affinity.
Adds attack while health is full, up to 20 attack at Lv 3; taking damage removes the benefit until health is restored.
Attack while the red portion of the bar is up. Pair with or .
Increases part damage, so breakable horns and other parts break sooner. It does not increase damage to the monster's health.
Raises Attack, element, and status buildup after you recover from a blight or abnormal status.
Grants affinity and reduces stamina depletion only while its activation condition is met, so it cannot replace affinity that is active on every qualifying weak-spot hit.
Each Slinger Burst between charges consumes one round, so the larger stack gives more bursts, not stronger ones. Extra rounds do not increase Flinch Shot damage or wall-collision damage.
Extra attack and defense after a faint, up to two times. Do not plan to faint.

Keep a color

Choose one method that fits the weapon and set.

Keep a color
SkillWhat it does
Adds 10 sharpness per level, up to the weapon's sharpness limit.
No sharpness loss on criticals.
No sharpness loss for a fixed time after you sharpen.
Halves sharpness loss.
Greatly reduces sharpness loss.
Removes one sharpening cycle per level, making it easier to restore sharpness during a short pause.

Comfort

Use these skills to address a specific reason you are losing attacks or fainting. Keep the ones that let you stay near the head and complete safe releases; replace them only when their benefit is no longer needed.

Comfort
SkillWhy
Increases the amount of health restored by recovery effects.
Shortens the item-use animation for drinks and other consumables.
The red portion of the health bar returns faster.
Adds flat and, at higher levels, percentage Defense after armor has been upgraded with Armor Sphere. Lv 4 and above also add elemental resistance.
Lv 3 prevents elemental blights; lower levels shorten their duration. Use it when matching resistance cannot reach 20.
Survives one otherwise fatal hit when health is above its activation threshold. The next hit can still faint you.
Shortens mantle cooldowns, so a mantle's specific effect is available more often. It does not change what that mantle protects against.
Prevents a roar from ending your charge, but requires a large skill investment.
Lengthens rolls, which helps you escape after walking a charge too close to the head.
Reduces the fixed stamina costs of rolls and similar actions. It does not reduce stamina spent while sprinting or hanging from the clutch.
Reduces continuous stamina drain, including the drain while holding a hammer charge, sprinting, or hanging from the clutch.
Gives a 25%, 50%, or 75% chance not to consume an item at Lv 1, 2, or 3.

Styles

The head remains the main target because that is where hammer hits build stun.

Styles
StyleSkills
Terrain attacksUse only when the route provides ledges or other repeatable jumping attacks. It raises jumping attack power by 30%, including a Jumping Charge Attack released from a ledge.
ElementMatch the monster with or the corresponding water, thunder, ice, or dragon skill when its elemental hitzones or a hunt mechanic justify the investment. Alatreon is the notable case that requires enough elemental damage to suppress its strongest attack.

This hunt

Do not put these skills on every set. Against the right monster, their specific benefit is more valuable than another leftover attack skill.

This hunt
SkillWhen
Grants 30% affinity for a short time after sliding. Use it only on a route with a repeatable slope, such as one in Coral Highlands or Elder's Recess.
Raises jumping attack power by 30%. Use it only when you can repeatedly hop from a ledge with Jumping Charge Attack or use another jumping attack. It provides no benefit to grounded attacks in a flat clearing.
Makes a Dung Pod more likely to send a monster away.
Negates all wind pressure, preventing it from consuming an opening for Big Bang. Lower levels of cover only minor or major wind pressure.
At Lv 3, prevents minor and major ground tremors from consuming an opening for Big Bang.
Greatly improves evasion invulnerability and reduces stamina depletion while a blight or status is active. It does not add Attack.
Lv 3 prevents Defense Down; lower levels shorten its duration. Use it only when the target can inflict the ailment.
or While a mantle is active, grants Lv 3, Lv 3, Lv 3, and . The True version raises to Lv 5 and to its maximum.
Increases Flash Pod range. It does not make a monster vulnerable to a flash when it would otherwise resist one.
Increases explosive power. It affects bombs, not the damage or stun of hammer attacks.
Stronger elderseal on a dragon-element Hammer.
Increases the attention drawn by your attacks. In a group, use it only when you deliberately want the monster to face you so that you can predict where its head will move.
Use it only when the hunt provides slopes or ledges for repeated mounting attacks. It does not improve Big Bang, and ordinary attack skills do not increase mounting buildup.
Prevents environmental effluvia in Rotten Vale from draining health while you hold a charge.
Increases the health restored by environmental interactables such as Sporepuffs, which can save a Potion when the route passes one.

Skills that look better than they are

Settings

Set Automatic Sheathe to Manual so an automatic sheath does not remove Power Charge.

While walking a charge toward the head, keep the camera high enough that the stun zone stays visible. A camera clipped into the chest makes it easy to release into the neck after the head turns.