Boost Hammer weapon overview.
Boost Hammer is a fast attacking and hard hitting hammer. Its Boost Mode allow it to perform a fast and relentless barrage of attacks, travel around the field while attacking and perform a heavy crushing finisher attack. Boost Hammer has very good Burst Arts that allows it to deal high damage and handle most Aragami.
Boost Hammer only deals Crush typed damage. The Boost Hammer can also use ‘Advanced Step‘ and ‘Advanced Jump‘ techniques which essentially allows it to cancel recovery animations of attacks by transitioning into steps and jumps.
Strengths:
- Hits hard
- Surprisingly fast rate of attacks
- Only Crush-only weapon type in the game
- Strong selection of Burst Arts
Weaknesses:
- Very short range
- Can be Stamina hungry
- Need to be conscious of your spacing when using Boost Drive
Boost Hammer is for players who like to be right up in the face of Aragami. Its Boost Mode has a slight learning curve when it comes to using Boost Drive & Boost Impact. You also constantly gotta be keeping an eye on your Stamina gauge and finding time to replenish it when you can. But even its your first time trying Boost Hammer, its very easy to understand how each of its moves are supposed to function making it a weapon anyone could learn with relative ease.
BOOST HAMMER BASICS
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Ground Light Attack Combo | ◼>◼>◼
Basic combo. 3 short range strikes with the Hammer. |
Ground Heavy Attack Combo |
▲>▲>▲ Basic combo. 3 short range heavy attacks. Second attack in string moves your character forward. |
Air Light Attack Combo | AIR ◼>◼
Basic air combo. Two spinning upwards strikes. |
Air Heavy Attack Combo | AIR ▲
Basic air combo. Drops down into an overhead attack with the hammer. Hitbox is rather small. |
Light Step Attack | Step+◼
Basic step attack. A lunging horizontal swing. |
Heavy Step Attack | Step+▲
Basic step attack. A heavy overhead strike that hits the ground. |
BOOST ACTIVATION | R1+◼
Enters BOOST MODE. Allows the player to use Boost moves. You cannot regain stamina during Boost Mode. Jumping, Stepping, Diving, Devouring, Guarding, comboing into Gun Special or not attacking will end Boost Mode. |
BOOST RUSH | R1+◼ then ◼
During Boost Mode, rapidly swing the Hammer right to left. Infinite Spam OK. |
BOOST DRIVE | R1+◼ then ▲
During Boost Mode, move forward into a fast lunging horizontal swing. Very mobile attack. Infinite Spam OK. |
BOOST IMPACT | R1+◼ then ◼or▲ then R1+◼
During Boost Mode, slams the ground with a heavy overhead crushing attack. Ends Boost Mode. |
BOOST HAMMER BURST ARTS
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ICON |
SPECIAL ABILITY DESCRIPTION |
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Allows you to perform air action follow-ups after executing the Burst Art. |
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Allows you to repeat the Burst Art continuously by pressing the attack button repeatedly until you run out of Stamina. |
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Allows you to ignore some incoming attacks during a portion of the Burst Art. You still take full damage, but you don’t get staggered out of the attack. |
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Allows you to absorb a certain amount of HP on hit. |
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Increases the amount of OP the Burst Art gains on hit. |
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Increases damage to Aragami weakpoints. You know you’ve struck a weakpoint when the damage counter turns yellow. |
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Increases damage when Aragami are downed. |
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Damage isn’t reduced when attacking an Aragami’s hardest parts. In other words, you won’t deal grey damage when using these Burst Arts. |
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Increases damage when using an elemental weapon and an Aragami is weak to that element. |
GROUND BURST ARTS
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NAME |
DESCRIPTION |
SPECIAL |
Earthshaker アースシェイカー |
Ground Light Attack Combo Art
Adds oracle energy to the basic ground light attack combo. Compatible Burst Art Effect: |
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Howling Soul ハウリングソウル |
Ground Heavy Attack Combo Finisher Art
▲>▲>Burst Art Performs a heavy rising uppercut with the hammer, launching your character into the air. Slow startup. Compatible Burst Art Effect: |
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ゲイルラッシュ |
Boost Rush Art
R1+◼ then ◼ A powered up version of the basic Boost Rush. Compatible Burst Art Effect: |
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裁きの鉄槌 |
Boost Rush Art
R1+◼ then ◼ A ground-pounding rendition of the Boost Rush. Compatible Burst Art Effect: |
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ヒートドライブ |
Boost Drive Art
R1+◼ then ▲ An oracle empowered version of the Boost Drive. Compatible Burst Art Effect: |
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グランドフィナーレ |
Boost Impact Art
R1+◼ then ◼or▲ then R1+◼ A overhauled version of the Boost Impact. Surprisingly fast recovery. Compatible Burst Art Effect: |
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驚天動地 |
Boost Impact Art
R1+◼ then ◼or▲ then R1+◼ A pair of heavy double horizontal full body swings with the hammer. Vaguely resembles golf wings. Consumes a great amount of Stamina. Compatible Burst Art Effect: |
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Erupting Impact イグナイトインパクト [*Added in v1.30] |
Boost Impact Art
R1+◼ then ◼or▲ then R1+◼ Only triggers if you landed a specific amount of Boost Rushes or Boost Drive attacks prior. Landing more Rushes & Drives further powers up this Art. Compatible Burst Art Effect: |
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JUMP BURST ARTS
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NAME |
DESCRIPTION |
SPECIAL |
スティグマータ |
Air Light Attack Combo Art
Performs a mid air spinning slash in place. Allows 4 consecutive chains. You levitate slightly higher with each attack. Compatible Burst Art Effect: |
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カオスインパクト |
Air Light Attack Combo Art
Augments the default jumping light attack combo. Compatible Burst Art Effect: |
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ロストメモリー |
Air Heavy Attack Art
Drops straight down into a heavy overhead slam. Compatible Burst Art Effect: |
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STEP BURST ARTS
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NAME |
DESCRIPTION |
SPECIAL |
カラミティノヴァ |
Step+◼ Art
Enters an Olympic Hammer Throw. Tap ◼to continue spinning and then press ▲ to launch a devastating overhead finisher. Compatible Burst Art Effect: |
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ブレイクスルー |
Step+▲ Art
Jumps in with a short range heavy overhead attack that strikes the ground. Compatible Burst Art Effect: |
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God Smasher 神砕き |
Step+▲ Art
An augmented version of the default heavy step attack. Compatible Burst Art Effect: |
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RECOMMENDED BURST ARTS
Recommended Burst Arts are indicated with a in the tables above. Burst Arts that are recommended are due to them having appealing qualities such as good damage output, ease of use, low risk and good reward or good special passive effects. With that being said, I highly encourage all players to try out all of the Burst Arts and use what they like and feels natural to them. I also encourage players to change their Burst Arts according to what you will be fighting on the next mission to optimize mission efficiency.
Noteworthy Ground Arts:
- Gale Rush (ゲイルラッシュ)
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Doom Hammer (裁きの鉄槌)
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Heat Drive (ヒートドライブ)
- Grand Finale (グランドフィナーレ)
- Unstoppable (驚天動地)
Gale Rush (ゲイルラッシュ) and Doom Hammer (裁きの鉄槌) are improved versions of the Boost Rush. They’re both easy to use and provide decent damage. Simple and trustworthy pick for a ground Art.
Heat Drive (ヒートドライブ) is an powered up Boost Drive. This one is recommended because you can attack while moving and stay out of attack areas fairly easily while dealing good damage. It has a bit of a learning curve but its especially good at breaking legs, arms or heads that are close to the ground and weak to crush.
Grand Finale (グランドフィナーレ) serves as a solid high damage attack on downed Aragami. Its recovery time is surprisingly fast if you move out of the recovery animation, so you can usually get two hits in on a downed Aragami for big damage. Just be conscious of your stamina.
Unstoppable (驚天動地) is proficient at breaking parts. It deals a high amount of damage but is crippled by the amount of Stamina it uses. Nothing quite so bad as finally breaking a part with Unstoppable but you just finished your Stamina, and now you have to stand there watching yourself waste an opportunity to deal damage on a downed Aragami.
Noteworthy Jump Arts:
- Stigmata (スティグマータ)
- Chaos Impact (カオスインパクト)
Stigmata (スティグマータ) is an easy to use Air Art. Its especially useful against floating Aragami. Each hit provides the option of being able to jump away to safety or continue attacking which makes it a nice outlet for safe air damage.
Chaos Impact (カオスインパクト) is a slightly higher damage alternative to Stigmata (スティグマータ). Its a powered up version of the basic air attack which means its very easy to use for the damage it grants.
Noteworthy Step Arts:
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Breakthrough (ブレイクスルー)
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Calamity Nova (カラミティノヴァ)
Breakthrough (ブレイクスルー) deals a heavy amount of damage on downed Aragami. Its has a large hitbox, but its recovery time is especially long. You have to be conscious of the direction you send your Steps to maximize damage by targeting weakpoints.
Calamity Nova (カラミティノヴァ) has an extremely long charge up and deals strong damage at a full charge. The problems with this art are clear and obvious, but it is effective at exploiting Aragami attacks that leave them wide open. This makes it a useful art to slip into your moveset, especially if you generally rely on your Ground and Jump arts for damage.
BOOST HAMMER SAMPLE PLAY
BURST ART EFFECTS
The complete list of Burst Art Effects can be found here: