To play the Hammer effectively in Monster Hunter Outlanders, prioritize head strikes while charging your weapon on the move, then unleash your highest-damage stationary combos once the monster collapses. The Hammer deals blunt trauma and exhaust damage rather than severing tails, building an invisible stun threshold on monster heads until the creature is knocked down.

Hammer Charge Levels and Movement

Holding the attack input consumes stamina over time while allowing full running movement. Releasing the input triggers an attack determined by your current charge level and whether you are stationary or moving.

Charge LevelInput StatePrimary MoveBest Tactical Use
Level 1Immediate releaseSide SwipeQuick poke with minimal recovery; chains into base combos or an evade.
Level 2Held to second aura flareAdvancing UpswingCloses distance with forward momentum; hits elevated monster heads.
Level 3Released while stationaryOverhead SmashMulti-hit downward smash with heavy stun accumulation.
Level 3Released while movingSpinning BludgeonMulti-hit horizontal sweep; locks animation unless canceled into a golf swing.

If an opening closes before you can attack, roll to cancel the charge immediately. Letting your stamina completely deplete locks your hunter into an involuntary recovery animation. When fighting near slopes, sliding down an incline while charging activates an aerial spinning bludgeon that strikes repeatedly along the monster's body.

Stun Combos and Opening Windows

Once a monster flinches, staggers, or suffers a complete knockdown, switch from mobile charging to stationary combo chains.

Standard Triple Swing

The Standard Triple Swing is your reliable option during brief staggers or monster recovery windows:

  1. Pound 1
  2. Pound 2
  3. Golf Swing

The final Golf Swing carries high vertical reach and strong stun properties, making it an effective tool for finishing brief attack windows safely.

Big Bang Flurry

The Big Bang sequence delivers the Hammer's highest burst damage during full knockdowns, traps, or paralyzes:

  1. Smash 1
  2. Smash 2
  3. Smash 3
  4. Smash 4
  5. Big Bang Finisher

Each successive hit in the flurry scales upward in damage. However, every strike must connect cleanly with the target's hitbox. If any hit misses, the combo terminates immediately and triggers a lengthy recoil recovery. Always stand directly against the monster's head before starting this attack chain.

Head Positioning and Exhaust

Blunt impact cannot sever tails, making the head and facial crests your primary targets. In addition to triggering knockdowns via stun buildup, blunt hits apply exhaust damage to both the head and body. Exhausted monsters drool, move slowly, and suffer extended windup animations on their attacks.

To attack safely without standing directly in the line of forward charges or breath attacks:

  • Circle the monster at a 45-degree forward angle while holding a charge.
  • Allow the monster to commit forward into an attack animation.
  • Step into the head area during the monster's attack recovery using a Level 2 Advancing Upswing or stationary Level 3 Overhead Smash.
Monster Hunter Outlanders icon

Free Monster Hunter Outlanders Codes

Current active codes and how to redeem them.

View Codes
Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.