The Hammer is a melee weapon that deals blunt damage, which can stun monsters. Though it is a larger weapon, it does not affect mobility. It has the ability to deal powerful charged attacks. The hammer’s spinning charged attacks have the potential to do huge amounts of damage if mastered. However, though it doesn’t affect mobility, attacks are slower and heavier, meaning you need to be landing your attacks consistently. This is especially true of silkbind attacks as you’ll be left momentarily incapacitated following the attacks.
Basic Hammer Controls
Below you’ll find the basic controls for the Hammer. Once you’ve gotten to grasp with basic controls, you’ll be able to use them in different orders to pull off various combos.
Hammer Attack 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||Charged Side Blow → Power Swing → Overhead Smash I||Hold+ → →|
|Monster-Stunning Combo||Charge → Side Smash → Overheadsmash II → Upswing||Hold→ → →|
|Spinning Bludgeon||Charge → Spinning Bludgeon → Spinning Side Smash / Spinning Follow-up / Spinning Strong Upswing (Release Charge at charge level 3 while moving)||Hold+ + hold → (Continue this sequence as you spin)|
Silkbind attacks use up a wirebug and then have a longer cooldown than wirebug moves, meaning you’ll want to make sure to time your silkbind attacks well so that you don’t waste the wirebug.
|Silkbind Spinning Bludgeon||+||This attack causes you to leap forward and attack. You can also increase the power of this attack by charging beforehand.|
|Impact Crater||+||With this attack, you’ll jump up into the air and hit out at the monster. You’ll also attack it as you land from the jump. The amount of damage you do during this attack is dependent on how long you charged for. This silkbind attack costs 2 Wirebugs.|