Hammer Guide and Best Combos in Monster Hunter Wilds
Learn everything about the Hammer in Monster Hunter Wilds, from mechanics and best combos to new features, control schemes, and advanced techniques. This guide breaks down key mechanics to help you land big K.O.s, manage stamina, and stay aggressive with moves like Offset Counter Attack and Focus Blow: Earthquake.
Introduction to the Hammer
The Hammer delivers raw power with some of the hardest-hitting attacks in
Monster Hunter Wilds. It specializes in blunt damage, which makes it
one of the best weapons for knocking monsters out and breaking tough parts.
If you like a simple but effective weapon that lets you smash through hunts
with heavy, high-impact swings, the Hammer is perfect for you.
Unlike other melee weapons, the Hammer has no fancy combos or sharpness worries; just big hits, knockouts, and powerful charged attacks. Monster Hunter Wilds expands on this with new mechanics like the Offset Counter Attack and Focus Blow: Earthquake, giving the Hammer more versatility without straying too far away from its straightforward playstyle.
This guide covers everything you need to know about the Hammer in Monster Hunter Wilds, including its controls, mechanics, combos, and best ways to use it in combat.
If you are looking for our Hammer builds, please click below.
Hammer Strengths & Weaknesses
High Stun Potential – Smashing the head leads to frequent knockouts.
Huge Damage – Charged attacks hit harder than most weapons.
More Mobile Than You would Expect – Charged Step keeps you moving while staying aggressive.
No Sharpness Issues – No need to sharpen—just swing away.
Simple but Strong – Easy to pick up, rewarding to master.
No Guarding – You have to dodge and position carefully.
Stamina-Draining – Charging and certain moves burn stamina fast.
Close-Range Only – You need to stay close, which can be risky.
Heavy Attack Commitment – Mistimed swings can leave you open.
Hammer Control Scheme
Action | PlayStation | Xbox | PC |
---|---|---|---|
Charge Attack | Hold | Hold | Hold |
Overhead Smash | Press | Press | Press |
Side Smash | Move Left Stick + | Move Left Stick + | Move Forward + |
Big Bang Combo | Press repeatedly | Press repeatedly | Press repeatedly |
Spinning Bludgeon | Press + after a charge | Press + after a charge | Press + after a charge |
Charged Step | While holding , press | While holding , press | While holding , press |
Mighty Charge | At Charge Level 3, press + | At Charge Level 3, press + | At Charge Level 3, press + |
Mighty Charge Slam | Hold after Mighty Charge, then release | Hold after Mighty Charge, then release | Hold after Mighty Charge, then release |
Focus Blow: Earthquake | Press + | Press + | Press + |
Offset Counter Attack | Press after dodging | Press after dodging | Press after dodging |
Hammer Mechanics
In Monster Hunter Wilds, the Hammer has received several updates and new mechanics that improve its gameplay depth and versatility. The Hammer now has four different charge levels, each with special attack properties and damage potential. Charging your attacks not only increase power but also allows for movement while charging, which provides great flexibility in repositioning. Learning about these charge levels is absolutely necessary if you want to deal as much damage as possible with this weapon. So let's break it down:
Charging Mechanics
Charging your Hammer attacks is important if you want to deal massive damage and stun monsters. Monster Hunter Wilds improves this system by letting you move while charging, making it easier to position yourself for big hits. However, charging drains stamina, so managing your gauge is just as important as landing your attacks!
- Charge Levels:
- Level 1 (Yellow): Charged Side Blow – a quick side smash that can lead into combos.
- Level 2 (Orange): Charged Upswing – a strong uppercut that closes distance.
- Level 3 (Red): Charged Big Bang – a slow, powerful overhead smash that deals massive K.O. damage.
- Level 4 (Max Charge): Mighty Charge – builds into Mighty Charge Slam, the Hammer's strongest finisher.
New Mechanics
- Offset Counter Attack: Allows you to counter after dodging, keeping up the pressure without losing momentum.
- Focus Blow: Earthquake: Hits wounded monster parts multiple times, making it great for stagger setups and extra damage.
New Moves and Combos (more details below)
Mighty Charge: This move can be performed after an Upswing finisher.
Depending on the charge level, it executes either a fast uppercut or a
powerful spinning slam.
Spinning Bludgeon: A move that can be integrated after most attacks,
leading to a series of spinning strikes.
Offset Attack (Upswing Finisher): Acts as an automatic counter when timed
correctly, providing a defensive tool that is very satisfying to execute.
Charged Step: Similar to the "Keeping Sway" from previous titles, this
move offers invincibility frames, allowing you to dodge while maintaining
your charge.
Mighty Charge and Mighty Charge Slam
Mighty Charge is a new move that lets Hammer users transition into powerful finishers. At Level 3 charge, it can be chained from an Upswing or Charged Bludgeon, making it a strong combo tool. Holding it longer unleashes Mighty Charge Slam; a spinning attack that ends with a heavy hit. This move deals massive damage and can stun monsters, making it one of the Hammer's best finishers.
- Orange Charge: Mighty Charge Uppercut – fast, hard-hitting attack with quick recovery.
- Red Charge: Mighty Charge Slam – spinning slam with a huge final hit, the Hammer's strongest K.O. tool.
- Combo Example: Overhead Smash → Mighty Charge Slam (high damage & stuns).
Charged Step
The Charged Step lets you dodge while keeping your charge level. It's great for repositioning and maintaining pressure without losing your charge build-up.
- Works like an i-frame dodge, avoiding damage.
- Lets you hold your charge instead of resetting it.
- Very useful for staying aggressive while avoiding attacks.
Spinning Bludgeon
This is a high-movement spinning attack that lets the Hammer continuously hit a monster while repositioning. It can be used after most attacks, but is not hitting as hard as other abilities, which makes it less effective as a transition or finisher.
- Can be used after Charged Attacks for extra hits.
- Ends in an Upswing Finisher (can chain into Mighty Charge Slam).
- Currently weaker than in past games (may need a buff).
Offset Attack (Upswing Finisher / Counter)
Offset Attack is a new counter move built into the Hammer's Upswing finisher. If timed correctly, it automatically counters incoming attacks, making it a powerful defensive tool for aggressive players. It is very satisfying to land, but can feel inconsistent, so practice is quite important.
- Counters attacks while dealing K.O. damage.
- Can be rather inconsistent, so timing is key.
- Works best against monsters with predictable attacks.
Focus Blow: Earthquake
This new move in Monster Hunter Wilds makes the Hammer even better at punishing monsters, especially on wounded parts. Hitting a weak spot triggers multiple damage hits, and when used in Focus Mode, it deals extra damage and can stagger monsters, setting up even more attacks.
- Extra Damage on Wounded Parts: If a monster has a wound (highlighted red in Focus Mode), this move hits harder and can stagger them.
- Combo Potential: After landing it, you can chain into Spinning Bludgeon or Mighty Charge Slam for even more damage.
- Charge While Spinning: Holding / / during the move lets you charge for a follow-up attack, making it even deadlier.
Jumping Charged Attacks
Jumping Hammer attacks can now be charged mid-air, letting you release a fully powered attack while airborne.
- Level 3 goes straight into an Upswing, which chains into Mighty Charge Slam.
- The sliding mid-air Spinning Bludgeon is also back but feels harder to pull off.
Hammer Combos and Skills
Basic Combos
These basic combos are great for getting comfortable with the weapon's flow, making them perfect for beginners or anyone trying out the Hammer for the first time. Once you master these, you will be ready to mix in more advanced techniques for even bigger damage.
Simple Stun Combo
Overhead Smash → Charged Side Blow → Spinning Bludgeon
- Overhead Smash: Press / /
- Charged Side Blow: Hold Charge and release
- Spinning Bludgeon: Press + / + / +
Overhead Smash Combo
Overhead Smash → Overhead Smash 2 → Upswing Finisher
The Hammer's most straightforward combo - dealing high damage.
- Overhead Smash: Press / / .
- Overhead Smash 2: Press / / again.
- Upswing Finisher: Press / / to end with a strong upswing.
Knockout Loop
Charge Attack → Charged Step → Charged Side Blow → Spinning Bludgeon
- Charge Attack: Hold / /
- Charged Step: Press / /
- Charged Side Blow: Release at Level 2
- Spinning Bludgeon: Press + / + / +
Knockout Combo
Charged Side Blow → Charged Upswing → Mighty Charge Slam
Great for stunning monsters quickly.
- Charged Side Blow: Hold charge to Level 1 and release.
- Charged Upswing: Hold charge to Level 2 and release.
- Mighty Charge Slam: Charge to Level 3, then press + / + / +
Advanced Combos
After getting a feel for the basics, it is time to push the Hammer to its full potential! Advanced combos require good timing and positioning but can deal insane damage when executed correctly. Learning how to use them during your hunts will make you an even more dangerous hunter.
Earthquake Finisher
Focus Blow: Earthquake → Spinning Bludgeon → Overhead Smash
Best used on wounded monster parts for extra damage.
- Focus Blow: Earthquake: Press + .
- Spinning Bludgeon: Press + .
- Overhead Smash: Finish with .
Offset Counter Combo
Evade → Offset Attack → Charged Step → Overhead Smash
Great for staying aggressive while dodging.
- Evade: Dodge at the last second.
- Offset Attack: Press / / immediately after dodging.
- Charged Step: Press / / .
- Overhead Smash: Press / / to finish the combo.
Quick Summary
The Hammer in Monster Hunter Wilds is all about big hits and knockouts. It is easy to pick up but has plenty of depth for skilled players. With charged attacks, powerful slams, and counter mechanics, it's a great choice for hunters who love heavy-hitting combos. The new Offset Attack and Focus Blow: Earthquake give you even more ways to control the fight, making the Hammer feel stronger than ever. Stamina management and positioning matter more now, but if you like crushing monsters and keeping them on the ground, the Hammer will not disappoint!
Capcom's Hammer Weapon Overview for Monster Hunter Wilds
Changelog
- 20 Feb. 2025: Guide created.
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This guide has been written by Neviriah. Neviriah is a huge Diablo and World of Warcraft fan with thousands of hours invested into the games. If you have any question about her guides or even Diablo Lore, you can find her on Youtube, Twitch and Twitter.
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