Hammer


Frontier's

Weapon
Hammer remains true to its original design, with the addition of several new moves to enhance its flow and versatility. It continues to excel at delivering high
Ailment
Stun
damage and KOing monsters, while also dealing substantial damage with its charged attacks.

For an explanation on element damage, see our Elements page

. For more information on motion values, see the Damage Calculator .

Earth Style


Earth Style is the traditional

Weapon
Hammer base. It allows for charges that lead into either a Super Pound or a Spin Attack, along with all the standard and new attacks introduced in Frontier.

Heaven Style


Heaven Style is a more niche option, replacing the Level 3 moving charge (the spin) with an infinite swipe attack. This locks you in place, making it effective for targeting specific hitzones, but it is generally less useful unless you have an endgame Hiden setup for the

Weapon
Hammer .

Storm Style


Storm Style introduces a Level 4 charge that functions similarly to a Shoryuken. This attack hits three times and delivers a total of 140

Ailment
Stun damage in one instance (with the initial
Ailment
Stun
resistance typically around 300+). However, if you mistime the Level 4 charge, it will downgrade to a Level 2 charge.

Extreme Style


Extreme Style builds on Storm Style by adding the ability to run with the

Weapon
Hammer unsheathed, new charge options, and the ability to charge while moving. While dash charging, you can only perform charges while moving, and stopping will cause you to lose your charge, meaning you cannot use a normal Super Pound.

This style also adds a Level 5 charge, a front flip that deals 60・45・145 or 250 motion value and at least 200

Ailment
Stun damage, making it the highest damage and best
Ailment
Stun
option available.

Additionally, there is a new Swinging attack similar to the infinite swipes combo. This attack does not consume stamina and leads to an alternative Level 4 charge that deals variable damage based on the number of swings, with a maximum motion value of 230.

Normal attacks are also enhanced, allowing you to continue a combo after the Baseball Swing, significantly increasing its utility compared to other styles.

Example Gear with Runs


Active Feature


x1.5

Ailment
Stun damage. Synergizes well with Sigil and Caravan Skills.

Hiden


Hammer Tech Master

Twin Hiden, 30

Sharpness level +1 is added to Hammer Tech 【Blunt Beast】.

Hammer Tech 【Blunt Beast】

30

Gives Super High-Grade Earplugs, Attack x1.2 when wielding a Hammer, Fencing+1 and Attack x1.3 when releasing a perfectly timed charge attack for that entire combo (includes infinite).

Hammer Tech Kaiden

20

Increases attack by 1.1 and grants Fencing+1 when wielding Hammer.

Hammer Tech Expert

10

Fencing+1 when wielding Hammer.

Hammer Tech Novice

-10

Attack x0.8 when wielding Hammer.

Skill Interactions


Armor Skill
Dissolver

Adjusts the element hitzones by +15. Determination applies the effects of Dissolver without the need for hitzone requirements, effectively forcing elemental damage or reducing/negating negative hitzones.

Armor Skill
Vampirism

+5 True Raw per hit. Up to 80 True Raw can be gained through leeching.

Armor Skill
Stylish Assault

20 seconds uptime. The duration can be refreshed by successfully using i-frames again.

Armor Skill
Stylish

+3 sharpness recovery. When using Stylish Up get 3 free hits before sharpness is reduced.

Armor Skill
Lavish Attack

-4 sharpness per hit. Lavish Attack reduces the free hits granted by Stylish Up to 1.

Armor Skill
Ice Age

1/9/21 hits to reach stage 1/2/3 respectively. All weapons share the same stage decay timer; Ice Age Up only affects the third stage’s decay rate.

Armor Skill
Rush

16/800/? total Motion Value to reach stage 1/2/3 respectively. The third stage, exclusive to Rush Up, has a limited duration.

Armor Skill
Ceaseless

15 seconds decay window. 8/28/36 hits required to reach stage 1/2/3 respectively (6/21/36 with Ceaseless Up). The third stage is also exclusive to Ceaseless Up, which decays by stages rather than all at once.

Armor Skill
Point Breakthrough

50 seconds duration. 6/4 hits to reach stages 1/2 respectively (5/3 with Fencing+2). The previously hit hitzone is more vulnerable at Stage 2, and Fencing +2 slightly eases activation.

Armor Skill
Furious

1/2/5 evasions to reach stage 1/2/3 respectively. These effects apply to both successful evasions and perfect guards (where applicable), but attacking is necessary to advance stages.

Sigils Usability Ratings


Sigil
Baseball Swing

Boosts the Motion Value of the Baseball Swing (100 > 130).

Tech Boost

Sigil
Charging Movement

Boosts movement speed while holding a charge attack. Stacks for further increased speed, only affects non-running charges.

Tech Boost

Sigil
Unsheathe Upswing

Boosts the Motion Value of the Unsheathe Upswing (32 > 48).

Tech Boost

Sigil
Hammer Length Up

Increases the length of your weapon and decreases your True Raw by 25. Does not affect the True Raw decrease if multiple of this sigil are used.

Other

Sigil
Stun Value

Increases KO damage by 1.1x. Only one sigil applies. Stacks with Caravan Skill (1.1x) and Active Feature (1.5x) for a maximum of 1.815x.

Other

Tips and Tricks


  • Golf swing attacks are practically obsolete; it’s better to focus on charging your attacks.

    Armor Skill
    Focus+2 is highly recommended.

  • Length preference for

    Weapon
    Hammer is up to taste. Level 4-5 charge attacks are mostly vertical, so the shifted hitzone isn’t usually an issue and can reach specific hitzones on different monsters. However, the Level 3 infinite combo is less cumbersome with shorter lengths.

  • Armor Skill
    Three Worlds Protection is highly effective for creating openings. Consider using Zenith cuffs for specific resistances depending on the hunt.

  • Unlike in the mainline games, every source of additional stun/KO damage (like Caravan Skill + Stun Sigil) is recommended, as they stack and significantly contribute to

    Ailment
    Stun damage.

  • Due to the increased raw damage from timed charges with

    Armor Skill
    Hiden , you should aim for an overhead attack with the appropriate attack ceiling from My Missions.

  • You can dodge some very low-profile attacks with the leap from the Level 5 charge.