The Hammer is one of the seven weapon types in Monster Hunter Outlanders at launch and the most recent to receive a dedicated official overview, released alongside the third of the Closed Beta Tests in August 2026. It is described as a weapon combining mobility and devastating power, which puts it in a different place from the game's other charge weapon, the Great Sword.
No Guard
The Hammer cannot guard. This is stated outright in official material and is the weapon's defining limitation: where the Great Sword lists guarding among its options and the Lance is built entirely around it, the Hammer has no block at all and must handle incoming attacks through movement.
Charging on the Move
The compensation for that limitation is that the player can move while charging. Charge level increases over time and unleashes stronger attacks as it rises, but unlike a weapon that roots the wielder in place, the Hammer keeps its footwork during the wind-up. That is what makes mobility part of the weapon's identity rather than a workaround.
Mighty Charge
At maximum charge the weapon enters a state called Mighty Charge, which unlocks an even more powerful attack. Reaching maximum charge is therefore a state transition rather than simply the top of a scale, and holding that state is the payoff for the risk taken while charging without a block.
Spinning Bludgeon
While charging, the player can switch to Spinning Bludgeon, a move that repositions while attacking. This is the Hammer's answer to being caught mid-charge in the wrong place: rather than abandoning the charge, it converts the movement problem into offence.
Stunning the Head
Official material directs players to actively attack the monster's head in order to stun it and create openings. Stun is therefore a confirmed status in this game, and the Hammer is confirmed as a weapon built to apply it. No stun threshold, duration or accumulation rate has been published.
Confirmed Mechanics
Mechanic | Confirmed behaviour |
|---|---|
Guarding | Not available on this weapon |
Movement while charging | Available; the player can reposition during a charge |
Charge level | Rising charge level unleashes stronger attacks |
Mighty Charge | Entered at maximum charge, unlocking an even more powerful attack |
Spinning Bludgeon | Switched to while charging, repositions while attacking |
Stun | Applied by attacking the monster's head, creating openings |
Not Yet Confirmed
Which Adventurer carries the Hammer. None of the nine revealed characters uses it.
How many charge levels exist before Mighty Charge.
Whether Mighty Charge decays, and whether it survives being hit.
The stun threshold, stun duration, and whether other weapons can apply stun.
Whether a Perfect Evade applies to this weapon.
Raw values, sharpness, elemental variants and upgrade paths.