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| [[File:Impulse Crown Icon 001.png|100x100px|link=]] || Impulse Crown || Aerial Strike grants increased damage dealt for 10 seconds. Bonus is doubled if a Behemoth's head is struck. || [[Mastery#Hammer Mastery|Hammer Mastery]] level 10 |
| [[File:Impulse Crown Icon 001.png|100x100px|link=]] || Impulse Crown || Aerial Strike grants increased damage dealt for 10 seconds. Bonus is doubled if a Behemoth's head is struck. || [[Mastery#Hammer Mastery|Hammer Mastery]] level 10 |
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− | | [[File:Extended Clip Icon 001.png|100x100px|link=]] || Extended Clip || Ammo increased to 6. || [[Mastery# |
+ | | [[File:Extended Clip Icon 001.png|100x100px|link=]] || Extended Clip || Ammo increased to 6. || [[Mastery#Hammer Mastery|Hammer Mastery]] level 16 |
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Revision as of 02:01, 5 May 2019
The Hammer is a blunt weapon type in Dauntless.
Summary
A lethal union of cudgel and cannon. Use the maul to splinter bones and scales, then finish things off with a blast from the cannon. You can even leverage explosions to dodge.
Weapons
Name | Power | Elemental Power | Perks | Cell Slots | Unique Effects | ||
---|---|---|---|---|---|---|---|
Recruit's Hammer | 80 | 80 | None | None | None | None | |
Raging Crash | 100 | 550 | None | +1~3 Ragehunter | Power Cell Utility Cell |
None | |
Fall of the Shrike | 100 | 550 | None | +1~3 Conditioning | Power Cell Mobility Cell |
+100 part damage on next hit after a dodge. | |
Quillshot's Roar | 100 | 550 | None | +1~3 Acidic | Power Cell Defense Cell |
None | |
Skarn's Vengeance | 100 | 550 | None | +1~3 Knockout King | Power Cell Defense Cell |
Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 40 health shield that lasts for 12s. | |
Charred Crusher | 100 | 550 | +80 Blaze | +1~3 Aetherhunter | Power Cell Power Cell |
None | |
Ember Maul | 100 | 550 | +80 Blaze | +1~3 Evasive Fury | Power Cell Mobility Cell |
The fifth hit in a row deals +150% stagger damage | |
Winter Squall | 100 | 550 | +80 Frost | +1~3 Nimble | Power Cell Mobility Cell |
Evading drops a trio of Ice Mines on a 30 second cooldown. | |
Thundering Maul | 100 | 550 | +80 Shock | +1~3 Aetheric Attunement | Power Cell Defense Cell |
20% damage vs Behemoth Heads | |
Nayzaga's Charge | 100 | 550 | +80 Shock | +1~3 Savagery | Power Cell Utility Cell |
Heal for 300 whenever a Behemoth is staggered. | |
Pangar's Rampage | 100 | 550 | +80 Frost | +1~3 Knockout King | Power Cell Defense Cell |
None | |
Inferno's Burden | 100 | 550 | +80 Blaze | +1~3 Overpower | Power Cell Power Cell |
The sixth hit in quick succession deals 250 bonus damage and major blaze damage | |
Storm Hammer | 100 | 550 | +80 Shock | +1~3 Aetheric Attunement | Power Cell Mobility Cell |
Reloads 2 hammer ammo after dodging through an attack. | |
Kharabak's Jaw | 100 | 550 | None | +1~3 Deconstruction | Power Cell Technique Cell |
Restore 30 stamina after reloading a shell | |
Break of Dawn | 100 | 550 | +80 Radiant | +1~3 Cunning | Power Cell Mobility Cell |
10% chance for attacks to hit twice | |
Fall of Night | 100 | 550 | +80 Umbral | +1~3 Cunning | Power Cell Utility Cell |
When under 20% health, deal +50% damage | |
Sovereign's Grudge | 100 | 550 | None | +1~3 Sharpened | Power Cell Utility Cell |
After not dealing damage for 6 seconds, the next 2 attacks deal 25% increased damage. | |
Stalker's Price | 100 | 550 | +80 Umbral | +1~3 Wild Frenzy | Technique Cell Utility Cell |
Dealing damage has a chance (based on damage dealt) to generate a Shadow Orb that increases damage dealt by 2.5% for 5 seconds. If 5 or more Orbs are present, the bonus doubles. | |
Valomyr's Burden | 100 | 550 | +80 Radiant | +1~3 Aetherhunter | Power Cell Utility Cell |
Once charged, your next attack will deal 550 bonus radiant damage. Charge rate increases with current health. | |
Brutality of Boreus | 100 | 550 | +80 Frost | +1~3 Conditioning | Power Cell Defence Cell |
Using Ammo generates a Frost Sprite that cause your next attack to deal 50 bonus damage and minor frost damage. Max 4 Sprites. |
Exotics
Exotic Hammers requires obtaining a special blueprint for each one from Heroic Patrols, Dyadic Drift Expeditions, Firebrand Charrogg Pursuits.
Name | Power | Elemental Power | Perks | Cell Slots | Unique Effects | ||
---|---|---|---|---|---|---|---|
Molten Edict | 100 | 550 | +80 Blaze | None | Power Cell Defence Cell |
Replaces all hammer blasts with unique fireball abilities that deal blaze damage. |
Hammer Specials
Name | Description | Obtained From | |
---|---|---|---|
Concussive Salvo | Loads ammo into the hammer before releasing, damage and interrupting behemoths. | Available from the start. | |
Mighty Landbreaker | Loads ammo into the hammer before releasing, creating an aether vent that buffs players. | Hammer Mastery level 8 | |
Molten Edict | Converts all explosive uses of ammo into fireball attacks. | Available only on Molten Edict. |
Hammer Mods
Name | Description | Obtained From | |
---|---|---|---|
Weighted Crown | Stagger damage is no longer halved when attacking Behemoth legs. Stagger damage can now be dealt to all Behemoth parts. | Hammer Mastery level 6 | |
Impulse Crown | Aerial Strike grants increased damage dealt for 10 seconds. Bonus is doubled if a Behemoth's head is struck. | Hammer Mastery level 10 | |
Extended Clip | Ammo increased to 6. | Hammer Mastery level 16 |
Controls
Moves
Physical Attack
Devastating hammer strikes.
Elemental Blast
Fire an elemental blast attack that consumes ammunition.
Reload
Press again during the active reload window to shorten reload time.
Combos
Primed Strike
(any input) > (before dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
Quick Reload
(any input) > (after dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
- Cannot be sprinting
Aerial Combos
Double Jump
(Sprinting) > (Rapidly)
Aerial Strike into a ground combo
(Sprinting) >
- Transitions into any Ground Combo
Moves
Physical Attack
Devastating hammer strikes.
Elemental Blast
Fire an elemental blast attack that consumes ammunition.
Reload
Press again during the active reload window to shorten reload time.
Combos
Primed Strike
(any input) > (before dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
Quick Reload
(any input) > (after dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
- Cannot be sprinting
Aerial Combos
Double Jump
(Sprinting) > (Rapidly)
Aerial Strike into a ground combo
(Sprinting) >
- Transitions into any Ground Combo
Moves
Physical Attack
Devastating hammer strikes.
Elemental Blast
Fire an elemental blast attack that consumes ammunition.
Reload
Press again during the active reload window to shorten reload time.
Combos
Primed Strike
(any input) > (before dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
Quick Reload
(any input) > (after dealing damage)
- This can be chained into any combo string (Horizontal Hammers, Lunging Strikes, Repeating Uppercut)
- Cannot be sprinting
Aerial Combos
Double Jump
(Sprinting) > (Rapidly)
Aerial Strike into a ground combo
Videos
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