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Monster Hunter Wildsfeatures anextensive array of 14 weapon types, each with a unique playstylethat can easily intimidate new players when deciding on one.
However,if you’re a beginner to the game, you may have at least seen or heard about the all-mighty Hammer, one of the most powerful raw-damage-dealing weapons in the series.

Monster Hunter Wilds Review
Monster Hunter Wilds is an evolution for the series and the best Monster Hunter game to date.
With countless hours using it across Wilds and previousMonster Hunterentries, my weapon guide on the Hammer will showcase everything you need to know about it, from optimal combos to some handy tips and tricks.

We’ll use the PlayStation button inputs as the main reference for the combo notations and movelist.
Weapon Overview & Movelist
While you already have aweapon like the Greatsword,which dishes out the highest base damage to monsters, the Hammer excels at toppling and temporarily KO’ing monsters.
It’s a blunt weapon type that allows you to pummel away at monsters and their body parts,allowing for easy part breakage wherever necessary,especially the horns or tough exterior of certain monsters.

The Hammer has a relatively simple playstyle,but like most weapons, you’ll need to be mindful of the steep learning curve, or else you’ll just get pounded away by monsters.
Remember, you’re the one who’s dishing out the bonks here. Try to always go for part breaks or the head when the monster is agitated to briefly knock them out and pour in the damage.

Furthermore, anothernotable and versatile feature of the weapon is its offset attacks from the Upswing move,which allow you to counter incoming attacks and possibly topple the monster, as I’ve demonstrated in the video above.
To practice your offset Upswings, you can talk to theTraining Area Palico and select Smash Mode,which will cause the training cart to hit you with a delayed vertical swing.

For an easier breakdown, I’ve compiled all the major moves and mechanics of the Hammer just so you have an idea of what to expect from the combos later on in the guide:
Hammer Combos
This will be your traditional opening attack for general usage,or, as I refer to it, your bread-and-butter combo.
Instead of opening up with your traditional overhead smash 3x triangle input, this combo utilizes the running Level 1 Charge.
Remember that using Charged Step will increase your Charged attack’s level by 2 and finally 3, indicated by their faint glow on your character.
It will allow you to add another blow to every opportunity or window to strike the monster. Just ensure you don’t bypass the first Charge level when running up to the target.
Even if you do, the Level 2 charge attack, Charged Upswing, is also a great attack that can cover some height, which I preferably use on the head of the monster in quick circumstances.
The Spinning Bludgeon will be your gateway to a few unique attacks.The highlight is how it leads you to an easy-to-launch Upswing to offset monster attacks.
You don’t necessarily have to input the two Overhead Smash strikes.You can go straight into Spinning Bludgeon via Triangle + Circle from the first Overhead Smash input.
From there, you obviously have two choices of attacks depending on the Spinning Bludgeon’s swings,but if you want to counter an incoming attack or lunge, preferably go for the Upswing.
Another great thing about the Spinning Bludgeon is how your character is mobile during that, allowing you to slightly tweak your position as your character is horizontally swinging the Hammer.
Earthquake Into Mighty Charge
This isn’t technically a combo, but input-wise, it’s best to remember this to maximize your damagewhen exposing wounds on monsters via Focus Mode.
During the hit confirm animation of the wound from the Earthquake, hold down R2 to charge up and lead your next move into the Mighty Charge Swing.
If done correctly, as I’ve demonstrated above, it’ll allow you to dish out some chunky damage just from wounding and stunning the monster briefly.
Big Bang IV Into Mighty Charge
This will be your main combo to dish out hurt on the monster when it’s staggered or KO’ed on the ground.It also works when you’ve trapped the monster.
Unleash your usual Big Bang 4x circle input, and right at the end of Big Bang IV,hold down R2 with triangle and circle to go straight into Mighty Chargeand at full red glow, let it rip for some huge damage, as shown above in the video.
After Mighty Charge, you can also (alternatively) go into Spinning Bludgeon to get an Upswing ready in case you want to offset the monster’s next attack.
Hammer Tips & Tricks
For some additional pointers, I’ll start off by stating theimportance of the Hammer’s downhill sliding attacks,initiated by holding down the R2 when sliding down a slope.
The Mid-air Spinning Bludgeon, in particular, is greatforlanding Mounts on monsterssince it has you executing multiple vertical swings. you’re able to also perform this off of ledges.
It is also partly the reason why the various slope terrains inMonster Hunter Worldhave been the playground for Hammer mains. And while it does have more powerful attacks in its kit now inWilds, never try to miss your slope attacks.
Another handy thing to remember is thatthe evasion from Charged Step will allow you to gain a bit of I-frames,allowing you to dodge a monster’s powerful attacks at command.
Lastly,for the best weapon combinationwith the Hammer, I strongly advise running a severing-type weapon like the Longsword or even a ranged weapon like the Bow, just so you have a good contrast to the Hammer’s blunt damage and stun properties.