Monster Hunter Generations Guide: Hammer Tips

Learn the best way to smash things in Monster Hunter Generations with this Hammer guide!

The Hammer is the ultimate blunt weapon in Monster Hunter Generations. It has incredible smashing power, great for breaking tough monster parts, but has slow attacks. It is actually a good weapon to use if you want to tank because you can use the hunter art Provoke to make monsters focus on you.

Whenever I need to break something that requires a blunt weapon, Hammer is what I choose. If you like swinging around a massive weapon and smashing things, hammer is for you. I'm going to go over the basics and give some tips at getting better with the Hammer.

Check out my Monster Hunter Generations Beginner Tips and Tricks for general help with the game.

This guide will go over using the Hammer in Monster Hunter Generations including:

  • Basic Controls - The different things you can do with the Hammer.
  • Charging - How it works and why it is important.
  • Hunter Styles and Arts - The different styles and arts and which I use.
  • Extra Tips - Tips to help you get better at using the Hamnmer.

Basic Controls

  • X performs a ground smash
    • Pressing it 3 times ends with an uppercut swing
  • A performs a side smash
    • This cannot be used in a combo, but it is good for hit and run tactics.
  • R charges the weapon for an attack
  • B performs a dodge
    • You can press dodge and a direction on the circle pad to do a side dodge after most attacks.


Monster Hunter Generations Hammer Charge

Holding R will charge the hammer for a Charged Attack. There are 3 power levels of charging, which you can see by the different colors while holding down charge. Your stamina continually depletes while charging.

You are also immune to wind pressure when you charge. There is more you can do with charging depending on the Hunter Style you choose.

  • Striker allows you to charge faster, so it is easier to get a level 3 charged attack.
  • Aerial lets you also charge in midair.
  • Adept lets you charge after an Insta-evade for a deadly Power Charge.

You can also charge while moving. If you let go while moving, you'll perform a spinning attack instead of a smash.

Hunter Styles and Arts

I won't go over the general info on the 4 Styles -- if you want you can check out my Beginner Tips and Tricks for more details -- but I will let you know how they affect the Hammer.

All styles are actually pretty good for Hammer, which is something I really like. Your choice depends on what you want to do, which is how every weapon should work.

Guild is your standard style with access to all moves and everything works like normal.

Striker is an easier style.

Monster Hunter Generations Striker style

  • You have access to all moves, but the X combo is different.
  • Instead of finishing with a swing, you just do 3 downward smashes.
    • This is actually good if you just want the smash and there isn't a delay afterwards like the uppercut.
  • It also lets you charge faster and choose 3 Hunter Arts instead of 1 or 2.

Aerial is great for air attacks and mounting the monster more easily. You can also charge in the air and perform a jumping smash combo in addition to the normal moves.

Adept lets you dodge at the last minute to perform counter attacks and a Power Charge. You can dodge after most attacks, so this style works well with Hammer.


There are 3 specific Hammer arts:

  • Spinning Meteor - A series of powerful spinning attacks. The final swing is the most powerful.
  • Provoke - A taunt that raises the likelihood that monsters will attack you.
    • The effect wears off early if you leave the area.
  • Typhoon Trigger - Spinning attack that takes a few swings to get going. 
    • Press X while swinging to perform an uppercut. If you don't press X, you will stumble.

When using Aerial or Adept, I usually pick Spinning Meteor. 

When playing online, I go for a tank approach and have defensive armor, then pick Provoke. I also usually do Guild style and pick the general art, Castle Walls, for my other one. This raises defense and attacks won't knock you back, but you can't dash during this time. 

Extra Tips

  • Charge up on your way to the monster
    • This allows you to reach the monster with a level 3 charge, just be sure to watch your stamina.
  •  Master Dodging
    • You can dodge after most attacks, so get in the habit of always dodging.
    • Hammer is a slow weapon so it is better to get a few hits in, leave, then try again.

That wraps up my Monster Hunter Generations Hammer guide. Let me know if you have any questions or tips of your own!

Published Jul. 25th 2016
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