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Oongka Greathammer Build
April 17, 2026 at 02:32 AM
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The Oongka Greathammer Build (sometimes called the Mountain Breaker) pairs a greathammer with an Arm Cannon for a loadout focused on maximum crowd disruption and stagger output. Where the Oongka Greataxe Build prioritizes raw damage per swing, the greathammer build trades some attack speed for the ability to launch enemies with charged swings and scatter entire groups through collision damage.
The greathammer's defining feature is its charge mechanic: hold the attack button to wind up the swing, then release to send multiple enemies flying. When groups are packed tightly, launched enemies collide with each other for bonus damage. This makes the greathammer the strongest crowd-control melee weapon available to Oongka. The Arm Cannon compensates for the hammer's even slower attack speed by providing heavy ranged AoE damage during repositioning windows.
This build excels in open-world encounters against large groups, fortress assaults, and slower boss fights where you can exploit long recovery windows. Against fast, aggressive bosses, the hammer's charge time can be a liability, and you may want to consider switching to the greataxe build for those encounters.
Weapon | ATK | Bonuses | Notes |
|---|---|---|---|
17 | None | Early-game greathammer; solid baseline stats for Chapter 7-8 content | |
20 | Crit Rate Lv. 1 | Best greathammer available; 20 ATK and crit bonus make it the endgame target |
The Bonepit Greathammer at 20 ATK with Crit Rate Lv. 1 is the clear endgame choice. Its raw damage per charged swing is among the highest of any melee weapon in the game. The Bekker Greathammer at 17 ATK serves well during mid-game progression. Transfer Abyss Gear from unused weapons to fill your hammer's slots early.
Weapon | Type | ATK | Notes |
|---|---|---|---|
Arm Cannon | 22 | Highest ranged ATK; explosive AoE projectiles; softens groups before melee engagement | |
Hand Cannon | 13 | Crit Rate Lv. 1; lighter alternative with lower damage but better crit chance |
The Orc Blaster remains the top choice for this build as well. Its 22 ATK and explosive AoE projectiles pair naturally with the greathammer's crowd-control focus. Use it to bombard groups at range before closing in with the hammer. The slow-motion aiming window when firing mid-air is particularly useful for lining up shots on scattered targets after a hammer launch.
The same armor philosophy from the greataxe build applies here. Oongka always wants maximum physical defense regardless of weapon choice. Plate armor is available from vendors near the Hernand blacksmith and is one of the strongest options since there is no equip-load penalty.
Slot | Recommended Piece | |
|---|---|---|
Head | DEF 3; 1 Abyss Core socket | |
Body | DEF 12; Mvmt Spd +1; Lightning Res 1; 3 Abyss Core sockets | |
DEF 1; ATK 11; Mvmt Spd +1; 2 Abyss Core sockets | ||
Boots | DEF 5; ATK 16; ATK Spd +1; Mvmt Spd +1; 2 sockets | |
Cloak | Any plate cloak | Choose based on elemental resistance needs for the encounter |
The greathammer build benefits from Abyss Cores that boost raw ATK and stagger potential. Since the hammer's charged swings already deal massive stagger damage, cores that increase base ATK amplify the effect further.
Effect | Priority | |
|---|---|---|
Destruction I-III | Increases base ATK | Essential |
Fortification I-III | Increases base DEF | High |
Passive crow damage on every swing | High | |
Vitality I-III | Increases max HP | High |
Erupts ground rocks and lava for AoE damage | Medium | |
Restores stamina on each hit | Medium |
Destruction cores stack with the Bonepit Greathammer's already-high 20 ATK for devastating charged swings. Fortification cores are more important here than in the greataxe build because the hammer's slower swing speed means you spend more time in recovery frames where you can take hits. Stamina Transference helps sustain longer engagement windows, since charged hammer swings are the most stamina-hungry attacks in Oongka's kit.
The greathammer build shares most of its skill priorities with the greataxe build but places extra emphasis on crowd-control skills and grappling abilities that synergize with the hammer's launch mechanics.
Skill | Priority | Why |
|---|---|---|
Essential | Core AoE skill; Lv. 2 adds earthquake stomp opener; Lv. 3 grants Rend Armor | |
Essential | Primary cleave skill; chains naturally from hammer launches | |
Essential | Super armor during charged hammer swings prevents interruption | |
Armed Combat (to Lv. 4) | Essential | Each level increases base melee damage; Lv. 4 unlocks Dual Wielding Mastery |
High | Slam enemies into the ground; staggers nearby foes; strong single-target control | |
Grappling (to Lv. 5) | High | Unlocks Giant Swing (Lv. 3), Back Hang (Lv. 4), and Lariat Follow-up (Lv. 5) |
Keen Senses (to Lv. 3) | High | |
Medium | Ranged AoE burst for opening engagements | |
Medium | Focused ranged damage for finishing weakened targets or hitting bosses at range |
The stat priorities mirror the greataxe build: push Health to Lv. 12+ as the primary investment, Spirit to Lv. 5 for Focus and Rage fuel, and put remaining points into Stamina. Charged hammer swings are the most stamina-hungry attacks in the game, so a healthy stamina pool is critical for sustaining pressure.
Bombard the group at range with the Arm Cannon's Scatter Shot.
Close in with Leaping Smash to stagger the center of the group.
Charge a heavy hammer swing and release into the densest cluster. Launched enemies collide for bonus damage.
Follow up with Quaking Fury (spinning sweep into downward strike) to catch scattered survivors.
Use Lariat on any tough enemy still standing for a ground slam.
Wait for the boss's attack recovery window.
Land a charged hammer swing during the opening. The stagger from a single charged hit is significant.
Chain into Quaking Fury for heavy follow-up damage.
Use Lariat and Giant Swing for single-target burst if the boss is stagger-able.
Retreat and switch to the Arm Cannon for Charged Shot while waiting for the next opening.
Clothesline a sprinting enemy (X + Square while sprinting) to hook and slam them.
Lariat slam them into the ground (X + Square).
Lariat Follow-up for additional slams (X + Square during Lariat).
Finish with a Dropkick or Pump Kick to send them flying into nearby enemies for collision damage.
Strengths | Weaknesses |
|---|---|
Highest stagger output of any Oongka build | Slowest attack speed; charged swings have long wind-up |
Charged swings launch enemies for collision damage | Extremely stamina-hungry; runs dry faster than greataxe |
Arm Cannon provides heavy ranged AoE to complement melee | Punished severely against fast bosses with short recovery windows |
Excellent crowd scattering breaks up dangerous enemy clusters | Charge mechanic requires a safety window to set up |
Grappling chain combos add single-target control | Lower base ATK on Bonepit Greathammer (20) vs Hellhounds' Chopping Axe (19 + Crit Lv. 2) |
Use the hammer to scatter a tight group, then switch to Quaking Fury to clean up separated enemies. The charge time means you need a brief window of safety; use it after a Body Slam or when enemies are recovering from a ground slam.
The hammer's charged swing sends multiple enemies flying simultaneously. Position yourself so that launched enemies collide with the rest of the group for maximum bonus damage.
Against bosses immune to grapples, rely on charged hammer swings during recovery windows and the Arm Cannon for ranged poke between openings.
Rage is even more critical for this build than the greataxe build. The hammer's slow charge-up leaves you completely open without super armor. Always activate Rage before committing to a charged swing in a dangerous fight.
The Arm Cannon's slow-motion aiming window from mid-air is useful against large bosses for landing precise shots on weak points.
If you find the hammer too slow, consider the Oongka Greataxe Build for faster swings with comparable damage, or the Oongka Dual-Wield Build for the fastest melee option.
Build | Damage | Crowd Control | Speed | Best For |
|---|---|---|---|---|
Greataxe | Very High | High | Medium | General-purpose; balanced melee and ranged |
Greathammer (this build) | High | Very High | Slow | Maximum stagger and crowd scattering |
Dual-Wield | Very High | High | Medium-Fast | Pure melee with Raging Lightning spin damage |
Oongka - Character overview and background
Oongka Skills - Complete skill tree reference
Best Oongka Builds - Quick-reference build comparisons
Build Guide: Oongka - Comprehensive Oongka build guide
Oongka Greataxe Build - Oongka's primary greataxe loadout
Bonepit Greathammer - Best greathammer for this build
Hand Cannons - All available hand cannon weapons
Two-Handed Weapons - Full weapon list
Abyss Gear - Complete Abyss Core list
Boss Battles - All boss encounters
A recent patch corrected what the notes described as a visual bug on jewelry and the Kuku Flame Resistant Chest. In practice the issue was functional, not cosmetic, so those pieces really were handing out double critical rate. After the fix, a critical rate necklace such as the Engraved Silver Necklace now gives the advertised 4 critical rate instead of 8, and the chest no longer contributes a doubled amount either.
The practical consequence for builds is that critical rate has to be rebuilt around weapons and Abyss Gear slots. To hit the 15 critical rate cap you generally need the highest crit-rate weapon available for your type plus 2 to 3 Insight III gears in the weapon, with a crit necklace and a crit ring filling out the remainder.
With the doubling bug gone, the practical crit-rate math for a two-handed Oongka setup is:
Great axe: up to 4 critical rate at max refinement, so only 2 Insight III gears are needed to close the gap with the necklace and ring.
Great hammer: caps at 3 critical rate at max refinement, so you need roughly 7 critical rate in the weapon's gear slots to still hit crit rate 15.
Necklace: a crit-rate necklace such as the Engraved Silver Necklace contributes 4 critical rate after the fix, not 8.
Ring: one crit-rate ring adds 1 critical rate; the other ring slot is used for attack speed.
A full double-two-handed whirlwind loadout settles around the following slots:
Great axe slot: 4-crit great axe, 2x Insight III, 2x Stamina Siphon (optionally swap one Stamina Siphon for Hounds Claws since the main attack is spinning slash).
Great hammer slot: 3-crit great hammer, Insight gears totalling 7 critical rate, 2x Stamina Siphon.
Necklace: crit-rate necklace, for example the Engraved Silver Necklace.
Ring 1: crit-rate ring (+1 critical rate).
Ring 2: attack speed level 4 ring such as the Mark of Darkness; this also adds 6% stamina regeneration.
Helmet and chest: 3 Stamina Regen abyss gears total across the two pieces (18% stamina regen).
Gloves: 1 Relentless plus one of Bane, Shred, Rend, or Shatter matched to the enemy type.
Boots: 2x Swift (attack speed 3) to land at attack speed level 10.
Armor visuals are cosmetic for Oongka in this build. There is no attack-speed glove or crit chest piece he can equip to compete with the abyss-gear numbers above, so pick what you like and slot the correct gears. The final line reads roughly 15 critical rate, attack speed 10, and 30% stamina regeneration, which is the regen cap.
Stay in Rage whenever you can so the super armor lets you trade through incoming hits, then hold Raging Lightning. Use the whirlwind's forward drift to close on mobile targets, cancel into Turning Slash when you need a burst, and let Stamina Siphon and stamina food top you back up during short breaks.