Thunder Hammer
Base Damage
14
Variants
12
Attacks
19
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 | 14 | +0 |
| Master-Crafted Alpha | Master-Crafted | Balance | 1.3 | 18.2 | +3 |
| Master-Crafted Beta | Master-Crafted | Fencing | 1.1 | 15.4 | -3 |
| Master-Crafted Gamma | Master-Crafted | Block | 1.5 | 21 | +0 |
| Salvation of Bakka Alpha | Artificer | Balance | 1.5 | 21 | +3 |
| Salvation of Bakka Beta | Artificer | Fencing | 1.3 | 18.2 | +3 |
| Salvation of Bakka Gamma | Artificer | Block | 1.7 | 23.8 | +0 |
| Salvation of Bakka Delta | Artificer | Balance | 1.85 | 25.9 | +2 |
| Ophelian Liberation Alpha | Relic | Balance | 2.1 | 29.4 | +3 |
| Ophelian Liberation Beta | Relic | Fencing | 1.6 | 22.4 | +3 |
| Ophelian Liberation Gamma | Relic | Block | 2 | 28 | +0 |
| Storm's Dominion ↗ | Heroic | Fencing | 1.6 | 22.4 | +0 |
Heroic Variants
The Heroic-tier Thunder Hammer has a dedicated page covering its exclusive Heroic perk and how it changes the weapon.
- Storm's Dominion ↗ — Heroic perk: Electrified Thunderclap
Attacks
Motion Value (MV) multiplies base damage. Cleave is the AoE hit radius. Damage = Base × Variant × MV.
| Attack | Type | Motion Value | Cleave | Hits |
|---|---|---|---|---|
| Light 1 | Light | 1 | 10 | 1 |
| Light 2 | Light | 1 | 11 | 1 |
| Light 3 | Light | 1 | 12 | 1 |
| Ground Slam 1 | Heavy | 3 | 12 | 1 |
| Ground Slam 2 Hold attack after a Ground Slam to perform an additional slam. |
Heavy | 3 | 12 | 1 |
| Aftershock (1 second charged) | Heavy | 1 | 15 | 1 |
| Aftershock (2 seconds charged) | Heavy | 2.5 | 15 | 1 |
| Aftershock (3 seconds charged) | Heavy | 4 | 15 | 1 |
| Aftershock Improved (1 second charged) Aftershock gains an additional Smash hit. |
Heavy | 1 | 15 | 1 |
| Aftershock Improved (2 seconds charged) Aftershock gains an additional Smash hit. |
Heavy | 2.5 | 15 | 1 |
| Aftershock Improved (3 seconds charged) Aftershock gains an additional Smash hit. |
Heavy | 4 | 15 | 1 |
| Pommel Smash | Sprint | 0.5 | 10 | 1 |
| Pommel Smash (Jump Pack Dash) | Sprint | 1 | 10 | 1 |
| Falling Attack | Fall | 3 | 15 | 1 |
| Ground Pound | Ground Pound | 4.4 | 100 | 1 |
| Ground Pound (Fully Prepared) | Ground Pound | 4.4 | 100 | 1 |
| Fully Charged Shock Area | — | — | — | 1 |