Hammer Guide
Hammer is a mobile blunt weapon whose head hits build stun and whose charged attacks convert movement time into different releases. Power Charge is a persistent weapon state, not another charge level.
Scope and Weapon Model
This article assumes final-patch Iceborne. Hammer's displayed Attack multiplier is 5.2, so 1560 displayed Attack represents 300 true raw. Hammer has no guard and uses blunt hitzones. The official manual: Hunter's Notes owns the basic control map; this article covers charge states, stun, openings, and build interactions.
Blunt attacks add stun only when they connect with the head. They can add exhaust buildup elsewhere, but stun and exhaust are threshold effects rather than extra direct damage on every hit.
Charge and Power Charge
Holding charge consumes stamina and progresses through three levels while the hunter can move. Position and movement state select different releases: a stationary Lv 3 release, a moving Lv 3 release, a slope spin, and a ledge jump do not share one motion value or commitment.
Power Charge changes the charged move set and applies 1.07x total true raw and 1.10x stun buildup while active. It remains until deactivated by its state-ending conditions, including sheathing or sufficiently strong interruption. Beginning a new ordinary charge does not by itself mean the Power Charge bonus was rebuilt.
| Important attack | Raw MV or sequence | Mechanical property |
|---|---|---|
| Charged Upswing | 38 | High 50 stun buildup and built-in deflection protection. |
| Charged Brutal Upswing | 45 | Power Charge version with 58 stun buildup. |
| Charged Big Bang Hit 2 | 76 | Main hit of the stationary Lv 3 release. |
| Upswing | 86 | Final hit of the basic overhead sequence. |
| Big Bang Finisher Hit 4 | 100 | Final damaging hit of the full Big Bang chain. |
Big Bang, Slopes, and Clutch Follow-up
The Big Bang combo is a long opening route whose next input depends on the prior hit connecting. A miss ends its progression, so its combined theoretical damage assumes the monster and target part remain inside every hit.
Slope and ledge attacks carry mounting value and can produce repeated contacts, but terrain, body shape, and path change the actual hit count. Airborne applies only to eligible airborne hits; sliding attacks use Affinity Sliding through a separate condition.
Iceborne allows a clutch follow-up after charged attacks. It can spin into the attached part before the heavy clutch weapon attack completes a wound. Hyper armor during the attachment does not prevent damage, status buildup, or a dangerous landing position.
Core Offensive Priority
| Priority | Skill or system | Mechanical reason |
|---|---|---|
| 1 | Weakness Exploit Lv 3, affinity to 100%, and Critical Boost Lv 3 | Scale Hammer's high raw motion values on the intended wounded head or other blunt weak point. |
| 1 when eligible | Non-elemental Boost Lv 1 | Applies 1.05x to base raw when no element is active. |
| 1 | Required sharpness support | Maintains the intended raw multiplier and attack uptime. |
| 2 | Agitator | Adds raw and affinity during enrage. |
| 2 | Airborne or Affinity Sliding | High value only when the arena and intended route repeatedly satisfy their terrain conditions. |
| 3 | Slugger | Increases stun buildup and may move a knockout earlier; it does not increase direct damage or guarantee another knockout. |
| 3 | Clutch Claw Boost Lv 1 | Hammer already wounds in one attack; the skill adds slinger-ammunition drops. |
Stamina Thief affects exhaust buildup, not stun buildup and not direct raw damage. Exhaust has reduced or no practical effect in some monster states and does not replace targeting a useful blunt hitzone.
Defensive and Utility Priority
| Priority | Skill or system | Hammer interaction |
|---|---|---|
| 1 | Health Boost Lv 3 and upgraded armor | Broad effective-health increase for a weapon with no guard. |
| 2 | Evade Window | Extends rolls used between short charged releases. |
| 2 | Stun Resistance or matchup resistance | Prevents the corresponding control-loss sequence during close head positioning. |
| 3 | Evade Extender | Changes the spacing after attacks, but can overshoot Hammer's short target area. |
| 3 | Focus | Shortens charge time; it also shortens the time available to hold a lower charge level while moving. |
Settings and Mechanical Details
- Power Charge is a state bonus; charge Lv 1, Lv 2, and Lv 3 remain the release stages inside that state.
- Head access determines stun value. Hitting another good blunt hitzone can deal damage but does not secretly transfer stun buildup to the head.
- Partbreaker changes pre-break part damage. It does not increase the direct health damage shown by the same hammer hit.
- Multiplayer increases monster thresholds, so the same listed stun buildup does not imply the same number or timing of knockouts as solo play.