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| [[Kharabasher]] || 280 ||360|| None || None || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Technique}} [[Cells#Technique|Technique Cell]] || Restore 30 Stamina after reloading a shell |
| [[Kharabasher]] || 280 ||360|| None || None || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Technique}} [[Cells#Technique|Technique Cell]] || Restore 30 Stamina after reloading a shell |
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+ | |rowspan="14" | [[The Maelstrom]] |
| [[Ragehammer]] || 310 || 430 || None || +2 [[Ragehunter]]<br>+1~2 [[Pacifier]] || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Utility}} [[Cells#Utility|Utility Cell]] || None |
| [[Ragehammer]] || 310 || 430 || None || +2 [[Ragehunter]]<br>+1~2 [[Pacifier]] || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Utility}} [[Cells#Utility|Utility Cell]] || None |
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| [[Rockfall's Wrath]] || 310 || 430 || None || +1~2 [[Knockout King]] || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Defence}} [[Cells#Defense|Defense Cell]] || Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 40 health shield that lasts for 12s. |
| [[Rockfall's Wrath]] || 310 || 430 || None || +1~2 [[Knockout King]] || {{Icon|Power}} [[Cells#Power|Power Cell]]<br>{{Icon|Defence}} [[Cells#Defense|Defense Cell]] || Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 40 health shield that lasts for 12s. |
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+ | | [[Valomyr's Burden]] || 310 || 430 || +40 {{Element|Radiant}} || (?) || (?) || Once charged, your next attack will deal 400 bonus radiant damage. Charge rate increases with current health. |
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Revision as of 10:58, 6 December 2018
The Hammer is a blunt weapon type in Dauntless.
Official Summary
Equal parts maul and cannon, the hammer pulverizes bones and broadsides behemoths at short range. Harness the momentum of its concussive blast and ride the shockwave headlong into combat.
Weapons
Zone | Name | Power | Elemental Power | Perks | Cell Slots | Unique Effects | |
---|---|---|---|---|---|---|---|
The Sheltered Frontier | Recruit's Hammer | 88 | 108 | None | None | None | None |
The Monstrous Verge | Gnashmasher | 120 | 160 | None | +2 Ragehunter | Power Cell Utility Cell |
None |
Shrikesmasher | 136 | 176 | None | None | Power Cell Mobility Cell |
+30 Part Damage on Next Hit After a Dodge | |
Quillhammer | 152 | 192 | None | +2 Sharpened | Power Cell Defense Cell |
None | |
Skarnmaul | 168 | 228 | None | +2 Knockout King | Power Cell Defense Cell |
||
The Yonder Keys | Charrhammer | 184 | 244 | +40 Blaze | +2 Rage | Power Cell Power Cell |
None |
Embermaul | 200 | 260 | +40 Blaze | None | Power Cell Mobility Cell |
+25% attack speed for 8 seconds after landing a Hammer Blast | |
Skraevmaul | 200 | 260 | +40 Frost | None | Power Cell Mobility Cell |
The fifth hit in a row deals +100% Stagger damage | |
Drasksmasher | 216 | 276 | +40 Shock | None | Power Cell Defense Cell |
120% Damage vs Behemoth Heads | |
The Uncharted Reaches | Zaga Maul | 232 | 312 | +40 Shock | None | Power Cell Utility Cell |
Heal for 300 whenever a Behemoth is Staggered |
Pangar's Roar | 248 | 328 | +40 Frost | +2 Aetherhunter | Power Cell Defense Cell |
None | |
Hellcrusher | 264 | 344 | +40 Blaze | None | Power Cell Power Cell |
125% Primed Hammer Attack damage | |
Stormhammer | 264 | 344 | +40 Shock | None | Power Cell Mobility Cell |
Reloads 1 hammer ammo after dodging through an attack | |
Kharabasher | 280 | 360 | None | None | Power Cell Technique Cell |
Restore 30 Stamina after reloading a shell | |
The Maelstrom | Ragehammer | 310 | 430 | None | +2 Ragehunter +1~2 Pacifier |
Power Cell Utility Cell |
None |
Firemace | 310 | 430 | +40 Blaze | +2 Rage +1~2 Aetherhunter |
Power Cell Defense Cell |
None | |
Shockjaw Smasher | 310 | 430 | +40 Shock | +1~2 Conditioning | Power Cell Utility Cell |
Heal for 300 whenever a Behemoth is Staggered | |
Razorwing Hammer | 310 | 430 | None | +1~2 Sharpened | Power Cell Technique Cell |
Restore 30 Stamina after reloading a shell | |
Frostmaul | 310 | 430 | +40 Frost | +2 Aetherhunter +1~2 Knockout King |
Power Cell Defense Cell |
None | |
Deadeye Hammer | 310 | 430 | None | +2 Savagery +1~2 Acidic |
Power Cell Defense Cell |
None | |
Bloodfire Hammer | 310 | 430 | +40 Blaze | None | Power Cell Mobility Cell |
+25% Attack Speed for 8 seconds after landing a Hammer Blast The fifth hit in a row deals +100~150% Stagger damage | |
Mooncrusher | 310 | 430 | None | +1 Evasive Fury | Power Cell Mobility Cell |
+30/60 Part Damage on Next Hit after a dodge. | |
Rezacrusher | 310 | 430 | +40 Radiant | None | Power Cell Mobility Cell |
The fifth hit in a row deals +100% Stagger damage 5%/10% chance for attacks to Hit twice | |
Shrowdmaul | 310 | 430 | +40 Umbral | +2-3 Cunning | Power Cell Utility Cell |
When under 20% health, deal 150% damage | |
Koshai's Fist | 310 | 430 | None | +1 Sharpened | Power Cell Utility Cell |
After not dealing damage for 8 seconds, the next 2 attacks deal 25% increased damage. | |
Stalker's Strike | 310 | 430 | +40 Umbral | +1~2 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 3% for 5 seconds. If 5 or more orbs are present, the bonus doubles. | |
Rockfall's Wrath | 310 | 430 | None | +1~2 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. | |
Valomyr's Burden | 310 | 430 | +40 Radiant | (?) | (?) | Once charged, your next attack will deal 400 bonus radiant damage. Charge rate increases with current health. |
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 | 310 | 430 | +40 Blaze | None | Power Cell | Replaces all hammer blasts with unique fireball abilities that deal blaze damage. |
Unimplemented Hammers
The following hammers are not currently in-game
- Thundercrusher
- Wintermaul
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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