One-Handed Thunder Hammer
Overview
The One-Handed Thunder Hammer is a melee weapon added in Patch 15.0. It stores Power Charges and spends them on stronger attacks. It is a separate weapon from the two-handed Thunder Hammer.
Four classes can equip it: Tactical, Assault, Bulwark and Techmarine. A Tactical carrying it has no primary weapon.
Every value on this page is from the game files at Hotfix 15.1 and is what the calculator uses. Ground Pound and Energised Strike, with their shockwaves, have been tested in game. The rest has not been tested yet.
Variants
Damage = Base × Variant Multiplier. Cleave column shows the variant's cleave bonus added to each attack's base cleave.
| Name | Tier | Defense | Multiplier | Damage | Cleave Bonus |
|---|---|---|---|---|---|
| Standard-Issue | Standard | Balance | 1 | 12.1 | +0 |
| Master-Crafted Alpha | Master-Crafted | Balance | 1.15 | 13.91 | +3 |
| Master-Crafted Beta | Master-Crafted | Fencing | 1.1 | 13.31 | -1 |
| Salvation of Bakka Alpha | Artificer | Balance | 1.45 | 17.54 | +3 |
| Salvation of Bakka Beta | Artificer | Fencing | 1.2 | 14.52 | -1 |
| Salvation of Bakka Gamma | Artificer | Block | 1.4 | 16.94 | +0 |
| Ophelian Liberation Alpha | Relic | Balance | 1.9 | 22.99 | +3 |
| Ophelian Liberation Beta | Relic | Fencing | 1.65 | 19.96 | -1 |
| Ophelian Liberation Gamma | Relic | Block | 1.8 | 21.78 | +0 |
| Power Maul ↗ | Heroic | Balance | 1.8 | 21.78 | +4 |
Heroic Variants
The Heroic-tier One-Handed Thunder Hammer has a dedicated page covering its exclusive Heroic perk and how it changes the weapon.
- Power Maul ↗, Heroic perk: Crackling Hammerfall
Attacks
Motion Value (MV) multiplies base damage. Damage is one hit on the Standard-Issue variant with no perks (Base × MV). For another variant, multiply it by that variant's Multiplier. Cleave is the most enemies one hit can strike, before the variant's Cleave Bonus. Where two values are shown, the second is with at least one Power Charge held.
| Attack | Type | Motion Value | Damage | Cleave | Hits |
|---|---|---|---|---|---|
| Light 1 | Light | 1.25 | 15.13 | 5 | 1 |
| Light 2 | Light | 1.25 | 15.13 | 5 | 1 |
| Light 3 | Light | 1.25 | 15.13 | 5 | 1 |
| Underhand Swing 1 | Heavy | 2.5 | 30.25 | 4 | 1 |
| Underhand Swing 2 | Heavy | 2.5 | 30.25 | 5 | 1 |
| Echoing Swing Shockwave Cone shockwave, 10m long, spawned by Underhand Swing. Attack enabled via "Echoing Swing" perk on One-Handed Thunder Hammer. |
Heavy | 1 | 12.1 | No cap | 1 |
| Charged Impact Replaces the Light Attack while a Power Charge is held. Spends one Power Charge. |
Special | 1.75 | 21.18 | 10 | 1 |
| Charged Impact (Reverberating Slam) Replaces Charged Impact and hits the ground twice. Spends one Power Charge. Attack enabled via "Reverberating Slam" perk on One-Handed Thunder Hammer. |
Special | 1.75 | 21.18 | 10 | ×2 |
| Accumulation Stance Hold attack with no Power Charges to gain up to 3 Power Charges. The pulse knocks back up to 10 enemies within 5m. |
Special | 0.5 | 6.05 | 10 | 1 |
| Energy Loop Hold attack after any Light Attack or Underhand Swing to gain 1 Power Charge. The pulse knocks back up to 10 enemies within 5m. |
Special | 0.5 | 6.05 | 10 | 1 |
| Devastating Blow Hold attack with at least one Power Charge to perform a Ground Slam. Spends all Power Charges. Damage is multiplied by 1.3 for each Power Charge spent. Attack enabled via "Crackling Hammerfall" heroic perk on Power Maul One-Handed Thunder Hammer. Damage shown is on the Power Maul, from 1 to 4 Power Charges spent. |
Heavy | 2 | 56.63 to 124.41 | 10 | 1 |
| Energised Strike | Sprint | 1 | 12.1 | 10 | 1 |
| Energised Strike Shockwave Shockwave spawned by Energised Strike. 3m radius, or 5m with a Power Charge held. |
Sprint | 0.5 / 1.5 | 6.05 / 18.15 | 10 | 1 |
| Energised Strike (Jump Pack Dash) | Sprint | 1 | 12.1 | 10 | 1 |
| Energised Strike Shockwave (Jump Pack Dash) Shockwave spawned by the Jump Pack Dash attack. 2m radius, or 5m with a Power Charge held. Bug: does not register on enemies hit by the Jump Pack Dash attack itself. Only enemies the swing missed take this damage. |
Sprint | 0.25 / 1.5 | 3.02 / 18.15 | 10 | 1 |
| Falling Attack | Fall | 3 | 36.3 | 15 | 1 |
| Ground Pound | Ground Pound | 6.4 | 77.44 | 15 | 1 |
| Ground Pound Shockwave 1 Shockwave spawned by Ground Pound. 6.5m radius. |
Ground Pound | 0.5 | 6.05 | 15 | 1 |
| Ground Pound Shockwave 2 Second shockwave spawned by Ground Pound. 2m radius, or 5m with a Power Charge held. |
Ground Pound | 0.25 / 1.5 | 3.02 / 18.15 | 15 | 1 |
| Ground Pound (Fully Prepared) | Ground Pound | 6.4 | 77.44 | 15 | 1 |
| Ground Pound Shockwave 1 (Fully Prepared) Shockwave spawned by a fully prepared Ground Pound. 6.5m radius. |
Ground Pound | 0.5 | 6.05 | 15 | 1 |
| Ground Pound Shockwave 2 (Fully Prepared) Second shockwave spawned by a fully prepared Ground Pound. 2m radius, or 5m with a Power Charge held. |
Ground Pound | 0.25 / 1.5 | 3.02 / 18.15 | 15 | 1 |
| Shield Bash | Shield Bash | 0.5 | 6.05 | 10 | 1 |
| Shield Rush (Uncharged) | Shield Bash | 2.1 | 25.41 | 100 | 1 |
On this weapon a Ground Pound deals three damage events (Ground Pound, Shockwave 1 and Shockwave 2) and Energised Strike deals two (the swing and its shockwave). Both were measured in game at Hotfix 15.1. Charged Impact and Devastating Blow show the direct hit only: their area bursts are not added. Falling Attack shows the landing burst, as on every other weapon.
Ground Pound's 77.44 is confirmed in game. Shield Rush (25.41) uses the motion value in the game files. On Standard-Issue, every other weapon lands 19.8 to 19.95 with Shield Rush (Uncharged), so that row is well above the rest and still needs an in-game test.
Power Charges
The hammer holds up to 3 Power Charges, or 4 with the Capacity Increase perk. A charge is lost after 5 seconds without dealing damage, or 10 seconds with Sustained Charge.
Ways to gain Power Charges:
| Source | Kind | Description |
|---|---|---|
| Accumulation Stance | Attack | Hold attack with no Power Charges to gain up to 3 Power Charges. |
| Energy Loop | Attack | Hold attack after any Light Attack or Underhand Swing to gain 1 Power Charge. |
| Hyperenergetic Loop | Perk | Energy Loop gains 2 Charges instead of 1. |
| Rapid Recharge | Perk | Killing 5 foes in quick succession with the Light Combo restores 1 Power Charges. Cooldown is 15 seconds. |
| Deflective Charge | Perk | Perfect Parry, Perfect Block, and Perfect Dodge instantly generate 1 Power Charges. Cooldown is 20 seconds. |
Attacks that spend Power Charges:
| Attack | Needs | Description |
|---|---|---|
| Charged Impact | Any variant | Replaces the Light Attack while a Power Charge is held. Spends one Power Charge. |
| Charged Impact (Reverberating Slam) | Reverberating Slam perk | Replaces Charged Impact and hits the ground twice. Spends one Power Charge. |
| Devastating Blow | Power Maul | Hold attack with at least one Power Charge to perform a Ground Slam. Spends all Power Charges. |
With at least one Power Charge held, the shockwaves of Energised Strike, its Jump Pack Dash version and Ground Pound hit harder and reach further. One charge does as much as three.
The calculator has a Power Charges counter, shown whenever the hammer is equipped: 0 to 3, or 4 with Capacity Increase. It sets:
- The shockwave rows: with at least 1 charge, Energised Strike Shockwave, its Jump Pack Dash version and Ground Pound Shockwave 2 show their second value.
- Charge Overflow (needs the perk): at the maximum number of charges, every melee attack is multiplied by 1.1. In game the perk lasts 20 seconds after reaching the maximum.
- Devastating Blow (Power Maul only): each charge spent multiplies its damage by 1.3. The move needs a charge, so at 0 the row shows its 1 charge value.
- Energetic Nimbus on the Health tab (needs the perk): with at least 1 charge, 15% less Ranged Damage.
Charged Impact, Accumulation Stance and Energy Loop each have a row in the attack table. The Accumulation Stance and Energy Loop rows are the pulse those moves release: MV 0.5, up to 10 enemies within 5m.
Perk Tree
The tree has 9 columns with a top and a bottom perk in each. A build can hold up to 10 perks. Both rows run straight across, and columns 3 and 6 connect the top and bottom rows. Two extra perks hang off column 7: Hyperenergetic Loop needs Expanded Impact (top row) and Deflective Charge needs Preparedness (bottom row).
Descriptions are the in-game text. The Calculator column says what the calculator does with each perk.
| Column | Row | Perk | Description | Calculator |
|---|---|---|---|---|
| 1 | Top | Perpetual Strength | Melee Damage increases by 5%. | Additive with variant multiplier and other +% damage perks. |
| 1 | Bottom | Perpetual Speed | Melee Attack Speed increases by 5%. | No effect in the calculator. |
| 2 | Top | Sustained Charge | Increases the time before a Power Charge is lost without dealing damage from 5 to 10 seconds. | No effect in the calculator. |
| 2 | Bottom | Hard Target | While performing a Light Combo, you take 15% less Ranged Damage. | Health tab: 15% less Ranged Damage with the During Light Combo toggle on. |
| 3 | Top | Perpetual Strength | Melee Damage increases by 5%. | Additive with variant multiplier and other +% damage perks. |
| 3 | Bottom | Perpetual Speed | Melee Attack Speed increases by 5%. | No effect in the calculator. |
| 4 | Top | Charge Overflow | Reaching the maximum Power Charge stack increases Damage by 10% for 20 seconds. | Multiplicative bucket: multiplies independently against the rest of the damage formula. Applies to every melee attack while Power Charges is at its maximum. |
| 4 | Bottom | Energetic Nimbus | Incoming ranged damaged is reduced by 15% while having a Power Charge stack of 1. | Health tab: 15% less Ranged Damage with Power Charges at 1 or more. |
| 5 | Top | Adamant Stance | While in Accumulation Stance you don't lose control when taking Heavy Hits and cannot be knocked back. | No effect in the calculator. |
| 5 | Bottom | Rapid Recharge | Killing 5 foes in quick succession with the Light Combo restores 1 Power Charges. Cooldown is 15 seconds. | No effect in the calculator. |
| 6 | Top | Perpetual Strength | Melee Damage increases by 5%. | Additive with variant multiplier and other +% damage perks. |
| 6 | Bottom | Perfect Reprisal | After a Perfect Parry, Perfect Block, or Perfect Dodge, the next Light Attack deals 25% more damage for 7 seconds. | Toggle: Perfect Reprisal. Additive with variant multiplier and other +% damage perks. Applies to every melee attack while active. |
| 7 | Top | Expanded Impact | Area-of-effect radius of Ground Slam is increased by 50%. | No effect in the calculator. |
| 7 | Bottom | Preparedness | Killing Majoris-level or higher enemies reduces the cooldown of your class ability by 3%. | No effect in the calculator. |
| 7 | Extra (top) | Hyperenergetic Loop | Energy Loop gains 2 Charges instead of 1. | No effect in the calculator. |
| 7 | Extra (bottom) | Deflective Charge | Perfect Parry, Perfect Block, and Perfect Dodge instantly generate 1 Power Charges. Cooldown is 20 seconds. | No effect in the calculator. |
| 8 | Top | Capacity Increase | Maximum number of Power Charges increased to 4. | Raises the Power Charges limit from 3 to 4. |
| 8 | Bottom | Brutal Reforge | Killing a Majoris-level or higher enemy restores 1 Armour Segment if Health is lower than 30%. | No effect in the calculator. |
| 9 | Top | Reverberating Slam | Charged Impact hits the ground twice. | Replaces the Charged Impact row with Charged Impact (Reverberating Slam). |
| 9 | Bottom | Echoing Swing | Underhand Swing Attacks spawn shockwaves. | Adds the Echoing Swing Shockwave row. |
| Heroic | Power Maul | Crackling Hammerfall | Hold the Attack button to perform a powerful Ground Slam that consumes all Charges. Damage is increased by 30% per Charge spent. | Counter: Power Charges. Multiplicative bucket: multiplies independently against the rest of the damage formula. Applies to Devastating Blow only: ×1.3 for each Power Charge spent, compounding (×1.3, ×1.69, ×2.197, and ×2.856 at 4 charges with Capacity Increase). Adds the Devastating Blow row. |
Charge Overflow's description is missing from the English game text at Hotfix 15.1. The line above is the Patch 15.0 sentence with the Hotfix 15.1 numbers (10% and 20 seconds).
Perfect Reprisal's description says the next Light Attack. In the game files the bonus applies to every melee attack for the 7 seconds, and the calculator follows the files.