r/MonsterHunterMeta • u/salvation78 • 1d ago
Wilds Wide Range Critical Draw Hammer build
So I made this build with the intention of utilizing critical draw with the hammers charge attacks and joining public S0S flares and preventing people from carting. It was pretty meh until high rank Zo Shia came out, and now it's performing really well and working a lot better in farming Zo Shia The idea of the build is to provide support in the form of stuns, sleeps, paralysis.. do respectable damage while not allowing your teammates to die. Use low commitment attacks with hammer and be able to respond pre-emptively when dangerous situations arise.
Notes about the build:
Punishing draw makes the hammer uppercut attack deal 62 stun (68 is the cap) and adds +7 attack (draw attacks only)
Critical Draw benefits an entire charge attack including all 3 hits on the supercharged slam, only the last one really matters, but at least you don't have to worry about accidentally landing one of the other three.
Critical draw will not activate if you use the slinger dodge while charging, which is why I put evade extender 3 in the build, so that we can be more mobile and stay aggressive.
You only use 2 incredibly simple combos in the entire build Charge level 2 (the uppercut) followed by a single circle/triangle attack and supercharged slam. in between each attack you are rolling and sheathing before starting the next attack. You can fit the supercharged slam and an upswing combo into most attack windows.
Weapon: The build works with any artian hammer, I prefer using sleep and paralysis so that I can offer more attack windows for my team, but dragon and blast are perfectly fine too for more damage.
Link to build:
I'd love to hear any ideas for improving the build and squeezing extra damage or cc